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
05-12-2012, 06:39 PM
Joined: Jan 2011
Location: Forge World
Posts: 6,310
Here's a few of my opinions.
I've just played both hero academy and hero mages side by side and I find hero academy boring because one of the main things I like about hero mages is the dice roll animation, for me this really makes the feeling of it being a board game type experience throw in the random spell cards and it's win all the way :-)

While I personally prefer to play live online games or skirmish against the AI, I can see how Async will be a good feature for those times you can't find a live game.

One thing I kept thinking while playing hero academy was "damn I wish this was blood bowl" lol seems a shame that I've played blood bowl on Nintendo ds and psp but no iOS version to be found :-(

Well the main thing I'm waiting for is some new characters to play with (the summoner looks cool) so roll on the updates :-)
05-13-2012, 12:13 AM
Joined: May 2010
Location: Burlingame CA
Posts: 2,382
Quote:
Originally Posted by RossD20Studios View Post
Can anyone post screens of what the functionality looks like if your opponent runs out of time and you can claim victory? I'd love to see how this looks- particularly in Hero Academy.
It doesn't do anything special in Hero Academy. It just shows exactly the same endgame screen that you would get if your opponent resigned or was defeated according to the regular victory conditions. Note, you don't "claim victory" if your opponent takes too long---it just forfeits him automatically after a certain time.

05-16-2012, 12:02 AM
Part 2 of "How to Create an Asynchronous Multiplayer Game" is now live: http://www.indieflashblog.com/how-to...ync-part2.html

Progress is looking really good guys.
05-16-2012, 02:35 AM
Joined: Jan 2011
Location: Forge World
Posts: 6,310
Quote:
Originally Posted by RossD20Studios View Post
Part 2 of "How to Create an Asynchronous Multiplayer Game" is now live: http://www.indieflashblog.com/how-to...ync-part2.html

Progress is looking really good guys.
I have no idea what all that programing stuff is explaining lol. But I'm sure that will come in real handy for someone who needs it, you really explain it all.

Glad the updates looking cool. After playing a few Async games this past week ascension/hero academy etc I'm starting to see the apeal.
05-22-2012, 05:55 AM
Really enjoying the game and I am glad to see all the updates for it. I bought the expansions via your website, so as to support the game even more. Asynchronous is going to be huge for me to be able to play more games. I love the idea that you can go into live mode automatically and then it will switch back to asynchronous.

One thing I really liked in another asynchronous war game was the ability to set the turn time limit when you created a game. I believe it was uniwar that allowed this, and I'm sure others do as well. They had settings anywhere from about a minute up to a week or so. The game would show you the turn time limit in the list of created games. I liked this as if you wanted to play something near live, you could create or choose one with a lower time limit.

Although, I will say having just a one size fits all makes for easier game matching, too many options starts to get confusing.
05-22-2012, 06:23 AM
Joined: Jul 2010
Location: Manchester, UK
Posts: 563
@ooooomonkey - Blood Bowl for iOS, oh hell yes, I've been wanting this for as long as I've had the phone, got the pc version and love it!

To be honest I'd get any Warhammer game, come on Games Workshop show us some love.
05-22-2012, 10:28 AM
Quote:
Originally Posted by RangerRob View Post
Really enjoying the game and I am glad to see all the updates for it. I bought the expansions via your website, so as to support the game even more. Asynchronous is going to be huge for me to be able to play more games. I love the idea that you can go into live mode automatically and then it will switch back to asynchronous.

One thing I really liked in another asynchronous war game was the ability to set the turn time limit when you created a game. I believe it was uniwar that allowed this, and I'm sure others do as well. They had settings anywhere from about a minute up to a week or so. The game would show you the turn time limit in the list of created games. I liked this as if you wanted to play something near live, you could create or choose one with a lower time limit.

Although, I will say having just a one size fits all makes for easier game matching, too many options starts to get confusing.
I've considered implementing a turn-time limit, but in the interest of getting the feature out there, the intial offering will work as follows:

You can start a game realtime or async. If you start realtime, you can set a turn time. If all players decide to leave the game and finish later, the game will become async. At this point, turn-time is disabled (you have unlimited time to figure out your next move). However, any player in the game may "drop" another player if that player has not completed their turn in 72 hours.
05-22-2012, 10:29 AM
Quote:
Originally Posted by james nelson View Post
the graphics are crisp, the UI is beautiful, and things like the game log and line of sight are done better than in some AAA titles.
This is quite a compliment! Thank you for the feedback! I'm glad to hear that time spent on these features is being noticed
05-22-2012, 10:30 AM
Quote:
Originally Posted by grenadedodger View Post
@ooooomonkey - Blood Bowl for iOS, oh hell yes, I've been wanting this for as long as I've had the phone, got the pc version and love it!

To be honest I'd get any Warhammer game, come on Games Workshop show us some love.
Gamesworkshop should hire me to port their games. I would LOVE to remake any of their games for iOS! These are the games that inspired me to create Hero Mages
05-22-2012, 10:32 AM
Adobe Developer Connection has featured my postmortem article for Hero Mages on their homepage! I thought you all would appreciate this indepth look at what the development process was like for Hero Mages. Here's the direct link to the article: http://www.adobe.com/devnet/​games/p...ero-mages.html

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