App description: Spellchain is a turn based fantasy strategy game. Using the various cards on the board, you can create combos to unleash unstoppable waves of attacks. Will you strenghten your shield and attack with spells, or summon a huge army instead? It is up to you how you defeat your opponent!
* Truly free: no IAP, ads, or subscription cost.
* Old-school, turn based gameplay.
* Card combinations and random board makes each game different.
* Requires no big commitment: just pick up and play a match!
02-02-2013, 02:39 PM
#2
Joined: Dec 2009
Location: Fort Lauderdale
Posts: 5,286
Just created this tread through the TA app. Interesting game; not much meat, but, as the description says, no ads or iaps. Maybe if enough people dl it the devs will notice and throw in multiplayer...well, one can hope.

02-02-2013, 06:46 PM
#3
Just downloaded, i'll give it a try in a few hours. I'm very curious about it.
02-02-2013, 06:58 PM
#4
Just have it a go myself. I can tell they've put a bit of effort into it.
It's just that there's not much substance to it. Each turn you select some cards, as many as your 5 mana allows, and it's from a common card pool as shown in the screenshots. The first card you select means that you can then only select cards from immediately adjacent to the card, if mana allows.
Take turns doing this with the AI. Usually it's like select around 2 cards to play each turn.
That's about it.
02-03-2013, 12:30 PM
#5
Thanks for opinions!

Hey,
I am the designer/producer of the game, it is fantastic that some people noticed this humble little app

Yes, I totally understand that there is not enough "meat" in it, I planned a few more features (multiplayer, metagame, etc, the usual stuff), but lost my enthusiasm somewhere, and decided that a skeleton game released is still better than no game at all.

This game was also an experiment about developing/releasing a game to iOS, using Unity+nGui, working with overseas contributors, and so on. So it was more of a learning experience to me than an attempt to make a great game. I plan to release more games in the future, with a bigger budget and more gameplay.

For Spellchain, I plan a bit more polish (fixing some AI problems, balance changes, adding a few more cards and perhaps hotseat multiplayer), but I won't do much after that. I hope that some people enjoyed the game after all

cheers
Kalamona
02-03-2013, 01:09 PM
#6
Joined: Jan 2011
Location: Ankh-Morpork
Posts: 2,542
This is a pretty neat alternate "boardgame" take on the classic Arcomage/Two Towers card game model. It's not massively strategic, but there's still a level of planning involved, and the combination of familiar and new elements works well. As it stands, the game has solid production values and would easily have justified a pricetag; for free, it's certainly worth picking up if you like the games it is based on.

A number of the cards (both the ones on the board and the detailed ones in the lower left corner) need to be gone over for typos and other errors, and the status text at the top needs cleaning up for certain conditions, but otherwise this is a fine lightweight boardgame that I'm happy to add to my collection. I'll also award it bonus points for not being yet another straight clone.
02-03-2013, 03:32 PM
#7
Joined: Dec 2009
Location: Fort Lauderdale
Posts: 5,286
Quote:
Originally Posted by Talbs View Post
Just have it a go myself. I can tell they've put a bit of effort into it.
It's just that there's not much substance to it. Each turn you select some cards, as many as your 5 mana allows, and it's from a common card pool as shown in the screenshots. The first card you select means that you can then only select cards from immediately adjacent to the card, if mana allows.
Take turns doing this with the AI. Usually it's like select around 2 cards to play each turn.
That's about it.
Well, you aren't limited to 5 mana based on the initial card on the chain. You can sacrifice health for mana with some of the cards; others have no cost...it looks like a lot of time was spent on the placement of the various cards, as some creative combos can be made.
02-03-2013, 03:36 PM
#8
Joined: Dec 2009
Location: Fort Lauderdale
Posts: 5,286
Quote:
Originally Posted by Kalamona View Post
Hey,
I am the designer/producer of the game, it is fantastic that some people noticed this humble little app

Yes, I totally understand that there is not enough "meat" in it, I planned a few more features (multiplayer, metagame, etc, the usual stuff), but lost my enthusiasm somewhere, and decided that a skeleton game released is still better than no game at all.

This game was also an experiment about developing/releasing a game to iOS, using Unity+nGui, working with overseas contributors, and so on. So it was more of a learning experience to me than an attempt to make a great game. I plan to release more games in the future, with a bigger budget and more gameplay.

For Spellchain, I plan a bit more polish (fixing some AI problems, balance changes, adding a few more cards and perhaps hotseat multiplayer), but I won't do much after that. I hope that some people enjoyed the game after all

cheers
Kalamona
Welcome to TA? I love stumbling on the small, quiet releases. Do you plan on developing another card/board game? Whilst this game might be a bit rough around the edges, its obvious to me that you have some talent in thos genre of gaming, and those of us who are CCG/deckbuilding/board-card-hybrid game fans are always hungry for more .
02-03-2013, 10:22 PM
#9
Definite potential - keep at it!
02-04-2013, 08:24 AM
#10
This game definitely has potential. Please add some multiplayer so I could show Greyskull how it's done. Lol

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