I was anticipating this game a fair bit but I've just held off because, well, I've got a huge backlog so.. But I'm sure I'll cave in soon, as I often do, and so grows the backlog. Having said that, I'm also a little spooked reading some of the "reviews". The higher price point was slightly more expected because the dev stated this in the upcoming thread. However, I was spooked to hear of this revival type iap. Although I wouldn't want to see revival get too easy, as I'm guessing the whole game would then be too easy! But this revival thing was never mentioned in the upcoming thread by the dev. The dev said it would be a premium, plus iap for more wizards which are not required. This iap for revival or gems for whatever else is a big surprise. So two things I'm wondering: 1) why, with the dev active in the upcoming has he not come in here (or did I miss it?). It might be very helpful for others looking to make the call 2) why the unmentioned appearance of an altogether new kind of of iap, that seems quite central in the game?
yeah, uh... Turbo Tape? If you're listening (and you should be), time to get cracking on an update that removes that IAP system. It's insulting. No. No. Don't come in w/ "Hi, guys", and proceed to try and justify this BS. Just lose it.
Just a heads up, both WHQ and Deathwatch have IAP as well. I think the big difference is that Arcane Magic is way, WAY harder than either of those games, making the IAP feel more necessary to some. However, the only continuous IAP is gold, and you can actually replay stages for gold. Warpstones are what you need to revive/heal/control monsters during maps, and you can get 25 of these for 500 gold, not an amount that is too hard to get (Heck, you get over 50 gold in the second stage and it has like 2-3 easy fights). Honestly, the IAP is really not that aggressive at all, arguably far less so than other GW titles on the market right now. That said, I do see how this game is not casual-friendly. The devs should probably consider putting in a casual mode, as the high difficulty of the game will likely scare more than a few players off, having them feel that they either need to put a lot of money or time to progress, especially if they aren't very adept at figuring out resource mechanics.
still say it's a freemium model It would be helpful if anyone claiming it is not pay to win would state how far in the game they've got. After the tutorial a few hundred gold can be earned. But gems (warpstones) have to be bought with that gold or collected from a small amount of chests per level in order to heal a tiny amount (heal more for more gems) and/or resurrect. Many of the most useful spells available harm the caster and companions also. The result is the familiar waterboarding feeling one gets with FTP games. I gave up after replaying the first couple of missions several times trying to grind enough to stay alive on the fourth. In the end I gave up-it was not an enjoyable experience, just like FTP, the very reason I avoid FTP games. It's so brazen I'm surprised they havent put in a timer system and be done with it. I am well aware that there is often a way to circumvent FTP mechanics but it is usually a long, painful process and SHOULD NOT BE NECESSARY IN AN £8 GAME!!
Ok, people, I'm here. It's been a couple of very hectic days. But now I've read the posts. So, about the Warpstone. You get 1 or 2 (random) in each plunder pack. And there are 2 to 4 packs per level. Killing monsters and completing levels yields from 150 to 450ish Gold per level. There is a first kill bonus when a wizard kills a monster the first time, so replaying with new strategies has a major advantage. The way we balanced this, we thought it would be very possible to complete the game and unlock all spells with what you get! Maybe getting 25 Warpstone for Gold, but not bought as IAP. We still think this is the case. Gold as IAP was thus intended only for players that just wanted heal in abundance, or that wanted all spells right off the bat. But believe me, if this turns out to be wrong we will update accordingly! We're 100% dedicated to making a good game, and will listen to you here. So, please, give me your honest opinions: are we way off on the arithmetics here?
All right It's ok to pay for a new character but the wrapstones revives and heal breaks the gameplay control enemy creatures spell with them also breaks the game. An more balance level up system with new cards will be great when I pay 10$ I want play a complete game and not the same levels again and again - also you call this a digital board game where is other players,pass and play, multiplayer and skirmish modes! - last think wrapstones is on warhammer universal is critical and must be use - but without money (gaming or real) maybe one use item on a level like artifact who give different abilities on any character
Sure thing! I'm currently on chapter 6, I have not bought any IAP yet. More gold than that can be earned, keep in mind you can replay stages! I think there are also 3 chests per stage and they are also present each time you replay a stage. It takes a single gem to do a basic heal, resurrect, or bind monster, and for 500 gold you can get 25 gems, so it is actually pretty easy to stock up without buying IAP. Spells actually note whether or not they have friendly fire or not, and you can see the radius before you cast, so there is no reason to hit your own guys unless you make that choice for whatever reason. This seems like a case of simply not understanding some of the basic mechanics. In addition, it is a HARD game, and you can't simply level grind your way out of a level. There certainly is not a pay-wall, as there isn't really anything you could buy that helps you succeed. The only thing that might help some that struggle are warpstones, and as pointed out, you can get these easily without dropping a dime into IAP.
The current system actually seems really balanced so far. However, the game has no adjustment for difficulty, and many IOS gamers are generally more casual. AM is a very challenging game, and while I love that aspect of it, you might consider a difficulty slider to adjust for those that believe a paywall exists simply because they struggle with the mechanics. Right now the game is not accessible enough to appeal to a wide range of players and will remain a niche title until it accounts to varying skill levels.
First point... Wow, that is some dedication to the players, or potential players right there. Now onto IAP. 1) I personally do not care about IAP when they are done right. Fallout Shelter and Warhammer Quest are two good examples where I easily spend a hefty sum to play, but not because you need to, or because the game is unplayably slow because you need to pay to move a head faster, but because you get cool stuff when you do. WQ has new graphics, new characters, new campaigns, and more, while FS has cool items, characters, and such that add spice to the game. Having to grind is OK like you do in WQ, but that is only because the mission varies when you do, and you get cool loot while doing it. 2) Paying for warpstone or gold to ease up play is OK but only if the player that do not need it, don't have to replay missions over and over to get to the finish line. The game should be hard, but in the tactics department, not in the IAP choices. Some of the critique here is justified but to me you only need to twerk it a little - do not punish those with good tactical accumen - and find a balance in this otherwise interesting game. I am looking forward to the first patch (my backlog is so massive that when I start playing a game, they are usualy patched several times).
Yes but you can easily lose that gold before getting to next levels by spending it on healing or resurrection. Then you've got no gold or warp stones left for next levels. Hey turbo tape. TBH I don't want an easier game, just a full priced game without that gold and gem thing hanging overhead that makes the whole thing feel like freemium, and like you don't own the game. Less of a problem with eg baldurs gate where you can buy extra content for a reasonable extra amount, or like in your game where you can buy spells etc early for IAP cash, but GEMS for healing and resurrecting...ARRGGG!!
Hmmm ok, but action points are limited. I understood the game mechanics fine but in desperate straits resorted to the flame area spell with co-wizard in tow. Anyways I'm glad you're enjoying the game and progressing. I really wasn't sure if it was possible without IAPs along with an earlier commenter.
I think part of the issue is that Warpstones almost feel like a premium currency, or a "cheat". However, in my opinion they are a vital part of the core mechanics. I'm continuing to progress in the game, but I couldn't see completing the higher maps without binding a couple of monsters. This could cause some players to run into problems if they use up Warpstones and then lose a stage. I currently have 8-9ish, and I find as long as I make sure to explore each map before I finish, I usually get enough from chests that I break even or exceed my starting cache upon beating the stage. Thus if you are holding back on using Warpstones, saving them for resurrections, you may actually end up needing to spend more and running out than if you used binds and other scrolls without holding back. Again though, ultimately I feel that the biggest issue is the lack of a difficulty slider. This coupled with a very fast, very steep difficulty curve are going to leave many frustrated and believing there must be some kind of paywall.
@LoadingTurboTape: I'm sure you guys worked hard on this game and you're likely going to make a lose on it, which totally sucks, as games generally live and die by their reviews. So here is my reason as to why I didn't buy the game, even though it looks promising. It's not the IAP, but rather the IAP model you used (FYI, I often buy IAP's). Your model very closely resembles that of a free-to-play game. Yes, you've assured us the pay-to-win is optional, but I still find it hard, in my head, to draw that definitive separation. So to me, what appears to be a free-to-play mechanic game, costs $10. And that's hard to swallow. I'm not saying make this free-to-play, but rather with a different IAP model, I'm in.
The 'arithmetics' are very simple. If you pay 10 for a game, you expect the full fun package, not a partial delivery that leads to frustration and a freemium gem/ warpstone / whatever solution. Even the extra wizards should be included as a reward for people's performance within the game. Only new content should be a raison to ask for money again. And in the meantime, nobody seems to be over the moon about the actual game. Maybe because the feeling of being cheated, who knows... .
Yes to all the above and the previous comment. I've actually applied for a refund for the game for exactly all these reasons...
Rally wanted to play this game but I'm not paying £8 for something that the devs have even stated its only very possible to complete without IAP. if I'm paying £8 I don't want to read very possible to complete when xcom cost me £10, I want to read 'enjoy this game in the knowledge that you can complete it even if mistakes are made' I also don't like the sound of the healing method. IAP if you want a guaranteed heal after levels by the sound of it I'm no strategy expert and now I feel like I'll be the sort of person to either have to grind a lot pay extra or just give up. Might give it a go refunds are always possible now. Warhammer deathwatch got its IAP right as additional card purchases not necessary but if you want the chance at some extra gear then grab a IAP card pack.
So another long round of reading. First off: THANKS A MILLION for the constructive criticism! I've been taking notes here. We'll be starting a new design iteration today, a new build will likely be out in a week or so, which obviously won't include fixes discussed here, but for the next iteration several things can make it in. It's a meticulous process, of course, when making changes to one mechanism, we have to take care not to break another, and to take time to test - a lot! Main focus of this iteration will, based on this tread input, be on Warpstone / Gold, and how to make a better premium system of it as it is supposed to be. We'll also look at the Scroll of Binding. It could have a power cost, but beware, we're not that nice, so if we go with power cost, expect the Binding to fail from time to time! Here are my thoughts for the next design iteration: Warpstone: It is problematic, mainly because it is needed to do healing and binding, and people may run out, getting into trouble. Also, it is frowned upon to have them as purchasable by way of Gold which is also an IAP. That Gold as optionally IAP is not so much the problem, since Gold rewards in game is enough to unlock spells, so it becomes like XP, and people are happy with anyone impatiently wanting to unlock all spells. My two cents, what if we did this: - Keep Warpstone in the game as healing (You DO need healing, and the problem is not that it is done with Warpstone, but how you get it) - Changed the Warpstone acquisition model to not only be in Plunder Packs, but also (design needed) to appear in battle, at random events, etc. so that even when entering a level up short, you will always be able to fight yourself to more, living to fight another day - Removing the Warpstone for Gold option all together (or should we keep it? feed me back!) Plunder Packs: - These are fine, but alter the Pluder Pack system so it always yields Warpstone (but then, to not make it totally grind, move the Plunder around every time a level is entered) Scroll of Binding: That these cost Warpstone makes the game feel F2P, and is a turn-off. Also, running out of Warpstone poses a major difficulty as players feel it is necessary to bind to complete levels. My two cents, what if we did this: - Change Scroll of Binding to have a power cost, but then, at the same time, introduce possibility of failing a bind Pay wall feeling: Some players feel the game has a paywall, since it is very hard and they have depleted Warpstone! My two cents, what if we did this: - Introduced a difficulty slider Other things: ICloud: Coming! Multiplayer: Sure, it's on the list. Still pondering exactly how it will work, but it is planned for the game (we're in Arcane Magic for the long run) - feel free to brainstorm multiplayer options here! I'm all ears! Leveling: Yes, we have thoughts for that in addition to spell unlock. We kept it out of launch build, though, since we want to refine it right New campaigns: They are coming! Equipment slots (and items - duh): They are coming! Many of these things are on the horizon of course, development and balancing takes time, but stick with us, and we'll strive to make a fresh experience as time goes by. And keep input coming! I am monitoring this tread now, and will pick up all input. Keep it constructive please, and we'll be motivated to make a great game!
Sounds good to me! However, if you add a difficulty slider, reward those who play on a harder version.