View Poll Results: What would you like to see first / is most important for the next Hero Mages update?
Asnchronous multiplayer 27 35.53%
Full singleplayer (story driven) campaign 36 47.37%
Expansion content support / player-reward system / bonus content 13 17.11%
Voters: 76. You may not vote on this poll
App description: Hero Mages is a turn-based tactical strategy fantasy game that combines the fun of role playing games (RPGs) with competitive and cooperative cross-platform multiplayer gameplay. Designed and developed by a single individual driven to share his passion for gaming with the world, Hero Mages also blends the best elements of tabletop miniature and collectible card games.

*** GAME PLAY ***

Hero Mages is played from a top-down perspective allowing the player full visibility over the battlefield. Each player commands a party of three fantasy heroes, including a powerful mage. Equipped with a set of dice and a hand of cards representing magical spells, players take turns commanding their party of heroes. With the power to unleash the wrath of the elements, summon heinous creatures, and manipulate the world itself, the player's mage is their ultimate hero as they leverage skill, politics, and luck to eliminate their enemies and emerge victorious!

*** GAME FEATURES ***
>Multiplayer: Cross-platform, realtime, and asynchronous turn-based multiplayer are supported! Play free for all, team, and cooperative games with up to 8 players per game from all over the world!
>Six campaign missions entertain your sense of fantasy RPG humor as the precocious characters of Papillion teach you how to play this simple yet compelling game
>Over 80 diverse spells and abilities offer limitless opportunities for creative strategies and intense, climatic struggles
>6 unique playable character classes to build your offline and multiplayer battle party (Sorceress, Fighter Mage, Warrior, Paladin, Rogue, and Bard) as well as special characters encountered in the single player campaign and used by the computer.
>Expand your playable character roster and create custom levels via In-App purchases
>Quick Battle An offline, single player mode that pits the player in a randomly generated battle against the computer.
>Custom Battle An offline, single player mode that allows you to create custom battle scenarios against the computer
>Robust multiplayer statistics tracking and leaderboards
>Play on any device! Hero Mages automatically adapts to fill the screen of your iPhone and iPad.
>Rejoin Live Games Spectate live games or rejoin a game if you lose your connection

*** SHARE YOUR THOUGHTS ***

I am serious about my commitment to evolving this game and I take all player feedback to heart. If you have any issues with the game, please contact me using the support website before writing a negative review (I typically respond within the hour- seriously). Your positive reviews and encouragement are what keeps me motivated to continue producing quality content. Let me hear what you have to say!

***ABOUT D20STUDIOS AND CREATOR ROSS PRZYBYLSKI***

D20Studios is a one-man team: it's just me, Ross! I am a passionate indie developer seeking to bring together the best elements of collectible card games (CCGs) like Magic the Gathering, tabletop war games like Warhammer and Warhammer 40k, and role playing games (RPGs) like Hero Quest, Dungeons and Dragons, and Final Fantasy Tactics.

Hero Mages is the culmination of a vision I began nearly six years ago as a physical board game incarnation with hand-painted miniatures, custom-made cards, and a bag full of D20's. With the support and encouragement of my friends and family, I took my passion to the digital realm to bring the characters of Papillion to life and deliver a unique game that can be instantly enjoyed on your favorite mobile device.

Thanks for checking out my game! See you on the battlefield!

Vovin's comments:
This game was made by just one dev, developed over 6 years, from board game to the digital version. According to the dev it is a mix of Magic: tG, D&D, Hero Quest, Warhammer and similar board games with a huge multiplayer aspect.

I recommend you all to give it at least a little look.

PS: it is universal.

Requirements: Compatible with iPhone 3GS, iPhone 4, iPhone 4S, iPod touch (3rd generation), iPod touch (4th generation) and iPad. Requires iOS 4.0 or later.





Here's a DroidGamer review, you should also check out the really good designed web page (for much more reviews and all other stuff):

http://www.heromages.com


Quote:
D20 Studios developed this gem of a game and it’s pretty under-the-radar. I don’t think I would have even known about this game if DroidGamers hadn’t mentioned it before I started homing my blogging craft (which is very much a work in progress). So I decided to take the game for a spin, and I’m absolutely glad I did.

Name: Hero Mages | Developer: D20Studios | Genre: Arcade & Action | Players: up to 4 players | Version: 1.6.2 | Size: 9.5MB | Price: $2.99 (Full) |

If you’re a fan of Dungeons & Dragons, Warhammer 40K, Magic the Gathering, Risk, or table top strategy role playing games that are turn based all blended together, then you’re in for a treat.

Now before I start out with game details, I give props to the developer of this game. Having had other games in which there were issues, I have yet to have a developer work as hard as D20 studios did to make sure I was gaming. Another thing that really impressed me about D20 studios is how quick they responded to emails. I can’t really say enough about the positive experience I had with this developer. But I doubt you guys want to read my rambling words of praise. So on an ending note about the developer, you can tell that he really enjoys this type of genre of fun, and it reflects in his creation.

This game reminds me of a cross between old school Dungeons & Dragons, chess, Magic: the Gathering, 7th Saga (the Nintendo game), and (to some extent) Risk all mixed together. Controls are easy with pretty much a point and click set up. You have three characters to battle with—1 mage and 2 warriors and the battle rounds are turn based. I found that by switching up the characters you use whether you’re going for a mage, a bard, and a paladin or a warrior mage, an archer, or a warrior, you can end up with quite different results as far as how quickly you win or lose.

Then add in that you have walls and blocks that can create offensive and/or defensive areas, it’s really easy to find yourself thinking several moves ahead just like you would when playing chess or checkers. Don’t get me started when you think you have a solid setup and you lose, it’s pretty compelling to find yourself “oh yeah?! Well, I got something for you this time, Computer! Do you hear me?!”.

Spells are done through cards (spell cards) in which you can hold up to 7 at a time, so as you strategize your attacks, you can choose to keep the cards you have or discard them for other cards. Success on attack and defend is done with dice rolls. The player can choose whether the dice are actually visually thrown or not. I personally liked the visual dice roll touch. Choosing to opt out of seeing dice being ‘thrown’ does speed up game play but it’s by such a negligible amount. This isn’t the type of game you just rush through anyway. However, if you do just have a few minutes to spare and want to play this game, it does have a quick play mode.

Now the game can seem a bit confusing at first since it has a lot of depth, so I highly recommend going through the tutorial. And, by the way, the tutorial is very nicely done. Ross, the developer, made sure to throw in some pretty good humorous dialogue and character interaction during the tutorial.

As you can see, it’s a top-down 2D game. You can use the walls and blocks to your advantage as characters can’t move through objects and are limited to a 5 space move at a time. However, mages can cast attack spells (like a fireball) that comes down from the sky and the archer has the nice ability to attack from far away. The graphics are nicely done and everything is pretty colorful. In other words, it’s enjoyable to watch as you play. And, oh yeah, it has a pretty neat sound track to it also.

Invited the dev to tA...

(edit) ... and here are the videos:

Trailer 2010:


Youtube link | Pop Up


Gameplay video:


Youtube link | Pop Up
04-16-2012, 01:03 PM
Quote:
Originally Posted by twiccan View Post
Also, some people are bashing this game on boardgamegeek.com. They don't seem to get the concept and they are saying how the base game (the android version specifically) is not complete as is. I'm trying to educate them, though!
Not they are not. Like several people on this forum, players on BGG have stated a disappointment at a lack of async multiplayer, not anything to do with platform specific issues. The moment this game sees async multiplayer, most of those same posters will likely purchase it, I know I would.
04-16-2012, 01:30 PM
Quote:
Originally Posted by GeekyDad View Post
Could be. We must be around the same age (I'm 40), and I always considered D&D to be roleplaying gameplay. Sure, there's strategy to be considered, but we never considered the genre turn-based strategy. Even the monster manuals and guides all say Roleplaying Game on them (or they used to).
If you play D&D even remotely close to the rulebooks, then for all intents and purposes it is a TBS game, that just also happens be a roleplaying game. The way I always looked at it with D&D is that you can't make rules for role playing as it is largely subjective. There're no rules in the game manuals that dictate how players role play in the PHB or DMG to tell you how to role-play; that largely is something that happens naturally during the course of playing, either at the motivation of the DM or the initiative taken upon by the players. Role-playing happens with the gamers and the Dungeonmaster at varying degrees; and sometimes, though rarely, it doesn't at all. With all that though there are always the rules. You can roleplay any situation, but at some point as a DM/GM you need to impartially and fairly declare the failure or success of a players actions. This is why we use dice and have stats on our players character sheets; to help the DM validate the rules of the world.


Now some may vary the rules, some may alter the rules, some may throw out some of the rules, but there are always the rules. Rules dictate how the world works and the world always works in an orderly manner. The one rule that always stays is that players take turns. That would be utter chaos for the DM if they did not. At no point does a player take an action out of turn unless the rules say-so. The rules dictate how the player hits, misses, dodges, parry's, flanks, hides, sneaks, climbs, swims, performs magic and does any other type of action within the game. Those are dictated by the rules, are done in an order (eg. Turn based) and must often be coordinated and planned in succession with the party in order to be successful (strategy). Otherwise you have one dead party.


I remember one encounter I laid on a party I DMed for in which a group of bugbears what's crossbows flipped over some tables which provided them additional cover. It was a simple encounter but between the room layout and making the monsters use tactical maneuvers in order to make the encounter more difficult for the players in order to make the players think more strategically. They adapted and overcame the encounter but not before getting their butts severely handed to. Afterwords they always referred to the encounter as the "S.W.A.T. bugbears" encounter!


Then again it is a matter of how one plays their games too I guess. Perhaps you've played a lot of games where role-playing was given a heavy emphasis. I always ran a healthy mix of role playing and combat, as in my experience too much of one or the other is boring and can leaves players wanting even if the story or combat is good; because unless you are lucky, you are not going to satisfy every gamers needs being one way or the other.


For me personally, if I wanted to sit around and just deliberate, I'd play V:TM. If I wanted to sit around to roll the dice and just destroy stuff i'd play Rifts as it is a twinkers delight of a game. But with D&D, at least the way I've always ran and played it with others, it is equal parts role playing and TBS, and when the combat (or just encounters in general) comes it is a turn based strategy (transparently so when playing with figures and a combat map, of which was usually the case with the groups I have ran over the years).


Sorry for the hefty response. It is just fun and I guess I am a little enthusiastic to talk about my hobby of which I do not get to enjoy as often as I'd like to anymore!

Last edited by Bool Zero; 04-16-2012 at 01:36 PM.

04-16-2012, 04:06 PM
Joined: Jan 2011
Location: Forge World
Posts: 6,310
Is it just me but I'm having my game crash (just shut itself down) quite often. I'm using an iPod touch 4G.
It's happening pretty much every other match online. And most times I can just load it back up and join in again but the last time it took so long to load that I lost the game :-(
Just wondering if it's crashing for more people.
04-16-2012, 05:12 PM
Quote:
Originally Posted by oooooomonkey View Post
Is it just me but I'm having my game crash (just shut itself down) quite often. I'm using an iPod touch 4G.
It's happening pretty much every other match online. And most times I can just load it back up and join in again but the last time it took so long to load that I lost the game :-(
Just wondering if it's crashing for more people.
Keep me updated on this. Another user reported a bug today that caused the game to freeze and I was able to figure out what was causing based on the game logs. I would file this on the HM support forums as well. Don't want anyone's apps crashin!
04-17-2012, 04:42 PM
Joined: Oct 2008
Location: Italy
Posts: 2,283
Game Impressions

While thinking that without async or a strong SP campaign I wouldn't have so much fun with the game I decided to buy it nonetheless to support the dev, mostly after reading his plans in the thread and after realizing the game is a single person effort (plus wife support ).
On top of my head, considering the price, I thought it was more offering him a coffee and chat about games than really buying something.

Well...I just ended the tutorial and played a game (offline) and let me tell you...I'm loving the game as it is much more than I thought.
Everything is slick and fast, gameplay is deep and engaging (AI is BRUTAL), graphics and sounds are fitting and set a great atmosphere.

Just some things on right off my head, in no particular order:

1) Interface is great, but I would love that the button to 'unselect' a spell just brought me back on spell selection...not the 'home' panel.
I love to read every spell description before deciding which to cast...so it's an additional tap.
2) NO SCREEN ROTATION!!! Please add it!!!
3) (MAJOR) There seems to be a bug...the game plays sounds even if my iPhone is muted after using headphones...please look into it...I was playing in bed in the middle of the night, removed headphones and BAM!!!
Wife wasn't pleased. AT ALL.
4) I love the timer, even against AI.
5) I won't start begging so fast but...please add async...I NEED to bring some friends of mine into this game!!!
No really...async is pretty popular on iOS and that's for a reason...this game is great and really just SCREAMS for async support (possibly Gamecenter but not critical at this moment)....to unleash his power and conquering the top charts.
6) The idea of adding some custom mini story bits based scenarios was sounding great before playing the game. It's killer after playing it...something simple like the tutorial ones is just perfect for the game.
7) Love that the game is really easy on battery (1 playing hour is negligible on iPhone 4S).
8) Lots and lots of love and praises on everything else, really... but I'm on iPhone and I already wrote too much.
9) Did I mentioned async?

Back to being destroyed by AI, brb.

(thanks for making such a great game, really)
04-17-2012, 05:27 PM
Joined: Jan 2011
Location: Forge World
Posts: 6,310
@pitta glad you just took the chance and bought this. It's hard to explain how cool it is just having skirmish matches against the AI (even without the story or online) its still worth every penny. :-)


On another note I think the offline stats might be a little off, Because 8+7 doesn't make just over 4million lol. Unless total means something else? In which case ignore my stupidity :-)

Last edited by oooooomonkey; 04-17-2012 at 05:29 PM.
04-17-2012, 05:48 PM
Quote:
Originally Posted by GeekyDad View Post
Could be. We must be around the same age (I'm 40), and I always considered D&D to be roleplaying gameplay. Sure, there's strategy to be considered, but we never considered the genre turn-based strategy. Even the monster manuals and guides all say Roleplaying Game on them (or they used to).
He must have been thinking of this:



...or the D20 system combat (which is fleshed out enough that there is a separate miniatures system to buy into which follows pretty much the same rules...)



Quote:
Originally Posted by twiccan View Post
I just want to say to anyone who might think that the skirmish modes in the game are limited, that the experience is alot like the classic game Chaos or the boardgame Wiz-War in that the main character and maps may be limited in variety(although way more variety than chaos and Wiz-War's map is always changing, something that would be awesome to see in this game, lol), but the variety and fun of the game is in all the spells that you can access. There are over 80 of them, and which ones come up and when they come up in a game really make each session unique.
You just sold me on this game. CHAOS meets D&D Miniatures? Oh yeah!

Quote:
Originally Posted by NickFalk View Post
Squids!?

Worst idea ever!
04-17-2012, 07:34 PM
Come now, that is borderline insulting, LOL! I am not confusing miniature war gaming for PnP roleplaying. The truth here is that most RPG's are that fleshed out for miniature play, not just the recent D20 outings. I have played everything under the sun when it comes to TTRPG's and they all allow and are built around the use of grids and tactical combat (with very few exceptions); of the top of my head rolemaster, time lords, gurps, D6, palladium, chaosiom, old school D&D & AD&D, Alternity, Champions, wierd wars and dead lands, etc, etc, all I consider to have tactical, turn based strategic gameplay. In short, if the game system breaks down character movement to a number and have task resolution (and all do) then it can be played on a grid with rules for resolution of in game actions be they combat, etc, if it can be played with a grid or map, it delves into the realms of being a tactical game, despite the nay saying of roleplaying purists. I mean honestly, what did we DM's draw all those maps on grid paper for if this wasn't the case?


I understand where some may be confused by this and the inclusion of the old Chainmail box art was funny, but I am not confused here. Those are also tactics games that delve solely into the war gaming pockets of gaming. What I am merely saying is that while traditional roleplaying games are mostly seen as just that, players often overlook that those are just as tactical in nature as their war gaming brothers. The turn based strategy label applies to PnP roleplaying games too, unless you run a game with no encounters and no combat and resolve everything by word of mouth, in no semblance of order at at the whim of a DM who bases success or failure for every in game action solely on his or her subjectively liking the wordplay...


On topic: this is an awesome game after the giving it a good go with a few rounds! Feels just like a good heated session of D&D combat, minus some of the finer intricate rules like elevation and such! Looking forward to custom map making included and pass and play! Money well spent!

Last edited by Bool Zero; 04-17-2012 at 07:42 PM.
04-18-2012, 02:18 AM
I'll second these, specifically 1) - it's one of my main annoyances, since I'm trying to learn what's happening.

Quote:
Originally Posted by Pitta
1) Interface is great, but I would love that the button to 'unselect' a spell just brought me back on spell selection...not the 'home' panel.
I love to read every spell description before deciding which to cast...so it's an additional tap.
2) NO SCREEN ROTATION!!! Please add it!!!
Another thing I'd like to suggest - and it might not be consensual - but it would be a text caption of the spells/skills that the AI/opponent is using. In the Duel tutorial, I have a hard time understanding what is being cast or the things that the Bard is doing. I then have to open the log to see that "oh, cool - he sang a Song of Valor", and "what, he did that?".

The card is already shown, but a small text caption would be fantastic - even for monster summons or whatever.

I'm liking the game a lot, and I really would like to see this picking up more steam with the community. It's that good.
04-18-2012, 10:59 AM
Quote:
Originally Posted by pjft View Post
I'll second these, specifically 1) - it's one of my main annoyances, since I'm trying to learn what's happening.

Another thing I'd like to suggest - and it might not be consensual - but it would be a text caption of the spells/skills that the AI/opponent is using. In the Duel tutorial, I have a hard time understanding what is being cast or the things that the Bard is doing. I then have to open the log to see that "oh, cool - he sang a Song of Valor", and "what, he did that?".

The card is already shown, but a small text caption would be fantastic - even for monster summons or whatever.

I'm liking the game a lot, and I really would like to see this picking up more steam with the community. It's that good.
Thanks for the positive feedback guys! Excellent suggestions, too. The iPad version already has the feature you're talking about where you can thumb through spells and read each one, but it seems I inadvertently disrupted this feature on phone due to fact that spells hide when you activate one for targeting. You're so right...it would be 10x better if the spells just came right back up on cancelation. I'll get this in next update for sure.

Screen rotation: This was actually included in the very first mobile release on Android (when it was still in prototype phase). I removed it during the multiscreen development as it was becoming extremely difficult to figure out how the layout would need to adapt on various aspect ratios, including the Sony-P dual-screen tablet. I can certainly revisit this as an iOS specific feature (much easier when I know the device aspect ratio), but given the high demand for other features (async, content, etc.) it might be awhile until I get to it.

Text Captions: This is another feature that was originally included. I removed it mainly due to interface complexity- but if it helps, then back it goes! Some of the web-players were unhappy to see this go away as they liked the information explaining what the AI/other players were doing.

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