App description: Nominated for GameSpot's "Best mobile game of 2011"! Was one of the top five!

Works for both iPhone/iPod Touch and iPad.

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Enter a world overrun by hordes of monsters. Explore trap-filled dungeons and face mighty bosses. Collect piles of treasure and items and invest in dozens of abilities and unlockable equipment. Test your skills against the oncoming darkness.

Pocket RPG is a dual-stick action dungeon-crawler. In it you can choose from three distinct classes, each with their own combat style.

The Blade Master:
A duel wielding melee specialist. He survives by clearing swathes of enemies with each of his mighty strikes. He has devastating special moves which skillful players will be able to use to decimate their foes.

The Dark Ranger.
A deadly archer who can summon waves of arrows that bounce, seek and split. Perforate your enemies with dense walls of arrowy death.

The Battle Mage
A powerful, but fragile, nuker who controls the forces of fire, ethereal, ice and lightning to obliterate groups of enemies. Charge up her spells to critical levels and unleash maximum destruction.

Each quest in Pocket RPG is a new adventure. The hero starts at level zero with an empty sachel and collects items and rapidly builds their strength to dizzying proportions. Pocket RPG is not a "my numbers beat your numbers" game. Items matter and the way you use them is even more important.

Pocket RPG provides hours of fantasy hack 'n slash mayhem. And there are Game Center achievements and leaderboards if you do manage to make it to the end.

Expect updates with new content as well as gameplay improvements and fixes. We are working hard to give you the best experience we can.


Features
- Full iPad iOS Support
- Random level generation.
- Amazing stylized 3D environments, monsters and characters.
- 3 Character classes 3 different playing styles.
- Dual stick for moving and attacks.
- Automatic skills/stat progression based on the items your character equips.
- Lots of Looting.
- Swarms of creatures to take out with devastating combo moves.
- Boss encounters.
- Leader Boards, Achievements and Unlockables.

ImNoSuperMan's comments:


iPad Screenshots:
(click to enlarge)











07-18-2011, 11:33 PM
I think the skills should be based on the new tree (awesome by the way!) and not selectable at load up time. The weapons and item masteries would be great as selections. I agree that it should not be absolute but it should slant the odds toward getting what you have selected.
07-19-2011, 12:02 AM
Joined: Sep 2010
Location: World, now Belgium
Posts: 3,031
I like the skill tree, but please do not let us decide the drops! This is supposed to be somewhat random so that we have still some surprise in the game .... Otherwise we end up picking always the loot we like the most and the game gets boring.

To the guys saying this feels like a paid beta .... Well, the game is worth now. Yes it has a few bugs, but honestly I played it all with my Mage Nd did half replay without a single bug!

To the devs .... I am now playing with the moustache guy ... Does it have big two hand swords??? If not, add please!

-----
On GC I am FPEX

07-19-2011, 12:06 AM
Evan, I don't really see loot as big an issue as skills. As you move through the game, you start getting gear with more multipliers, so it isn't that big of a deal to get something good. Now if you want to have a thing were you could select a preferred modifier or two to show up more often in a particular dungeon, that might be cool.

In a game like this, I prefer a design where there are always too many choices to make. The biggest issue is running out of choices to make in terms of skills and upgrades to buy.

Then you need to dip your fingers in some mayo and smear it all over your iDevice screen for greater REALISM!
--Tim "Lord Gek" Jordan
07-19-2011, 02:22 AM
Quote:
Originally Posted by Evan.Greenwood View Post
What do you guys think about having a load-out screen before each quest choosing the sets of weapons and skills you want to take with you on the quest?
One option, keeping the spirit of the game as it is, could be a simple button that lets us choose a preferred type of attack, e.g. the battle mage could pick one of fire/ice/lightning/poison or something like that. The game would then insert a handful extra items of that chosen type. I don't think it would change the feeling of the game too much, but we could unlock everything and still play one favourite style most of the time...

Another option is, of course, I'm just going to go ahead and say it, keeping the four equipped items between adventures.
07-19-2011, 11:18 AM
Quote:
Originally Posted by Gabrien View Post
The more I read this thread and posts like this, the more I feel like I didn't purchase a game but instead signed on for a paid beta. So many bug fixes, so many core changes to gameplay... Ok, on the one hand it's nice the developers are so active, but on the other I'd hardly want something like this becoming the norm.

Pfft, I've gotten a solid 30-40 hours of joy out of this and I haven't even touched the blade master yet. Stop being so picky, it is a steal at $5 and an amazing deal at $3.
07-19-2011, 03:13 PM
Joined: Mar 2009
Location: NY
Posts: 515
Not sure if this was mentioned early in the thread, if so, my apologies, but something really weird happened in my game last night:

Playing as Battle Mage, things went smooth up to the level left of the Dragon's Lair (Snake brothers or something like that). I got to this long lava bridge where two snakes men (not sure if these were the end bosses?) were waiting to crush me as the screen does its cinematic pan out with the usual boss dialogue. After a second, the battle usually commences and the screen returns to player control. Instead, the screen remained zoomed out as the snake dudes set forth to attack. The screen finally dropped back to my character control, but I was already near death!! They were clobbering me while still zoomed out in while I had no on-screen controllers. GRRRrrr!

Oh -- playing it on an iPad 2

Life's too Short for long-Ass Cut Scenes

GameCenter: JCat
07-19-2011, 03:21 PM
Quote:
Originally Posted by LordGek View Post
I'm not a big fan of being able to overly customize the drops as I far prefer the variety and could see some optimal strategy would be to really limit the drops to a few favorites which, in turn, I believe would make for much more tedious gameplay (less about exploration and more about configuring tne ideal setup from the beginning).
I feel the same way. I think the game is a lot more enjoyable when it throws all of the items at you and you have to make more interesting decisions as a result... That kind of feels like the spirit of the game.

I might add some special items that require multiple unlocks to drop, which will benefit players who have unlocked everything. I'd prefer to incentivize diversity rather than allow self-censorship.

Another thing I could do... although it's not necessarily a good idea... is add challenge maps. If one map had no healing on level-up but dropped lots of vampiric items that could be interesting. Or a map where all the enemies are really tough but can be knocked off cliffs using knockback effects. These kinds of maps aren't really the point of the game... but for anyone who likes to try for highscores or enjoys particularly focussed builds they could be fun...

Quote:
Originally Posted by Gabrien View Post
The more I read this thread and posts like this, the more I feel like I didn't purchase a game but instead signed on for a paid beta. So many bug fixes, so many core changes to gameplay... Ok, on the one hand it's nice the developers are so active, but on the other I'd hardly want something like this becoming the norm.
There is an update that has been submitted that will fix a bunch of the bugs people have experienced. I agree that I wouldn't want this to be the norm. Our release was a bit of a botch up and for those that had a bad time because of it I'm truly sorry. This is certainly not something I ever intend repeating.

But I wouldn't want the additions to the game to make it feel beta-like. Most of this really will be additions, and not changes to the gameplay. We actually went massively over budget on this game already, but because we're getting a fairly positive reaction, and we like the game ourselves, we're trying to add to it.

I appreciate all of the feedback that all of you are giving. If this forum is not the right place to rebound ideas off the community or to talk about future updates then please let me know. (I'm not certain about the etiquette at TA).

Quote:
Originally Posted by JCat View Post
The screen finally dropped back to my character control, but I was already near death!! They were clobbering me while still zoomed out in while I had no on-screen controllers. GRRRrrr!
Yikes! I think I've sorted this one out in the update. That's not at all fair. Hope you survived?

Last edited by Evan.Greenwood; 07-19-2011 at 03:25 PM.
07-19-2011, 03:33 PM
Joined: Mar 2009
Location: NY
Posts: 515
Quote:
Originally Posted by Evan.Greenwood View Post

Yikes! I think I've sorted this one out in the update. That's not at all fair. Hope you survived?

LOL, nope - already used my ankh (or whatever it's called) and my neck apparel which collected souls for an extra life did not have enough collected. Back to the beginning of the level. I'm the type that would have tossed the game aside for good - particularly with having to start a level over with no fault of my own. This game, however, is worth the bit of pain (and it's always fun to watch lots of baddies exploding all over the place).

Oh, and may I say I can't believe the amount of chaos on screen with no slow down! This is really a show off piece beside being great game.

Life's too Short for long-Ass Cut Scenes

GameCenter: JCat
07-19-2011, 08:20 PM
Can't wait for this to come out for iphone!
07-19-2011, 09:49 PM
Just beat it using the ranger. Was great, barely beat it.

Two more suggestions for the ending.

Let me get out of the cubbyhole before the dragon fires off his first shot.

2nd, don't prompt me to tap to continue as soon as the ending starts, I almost missed my trophy moment.

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