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#1
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Beta is finished because the game is now live in the App Store! Thanks to all of those who participated and provided feedback!
Visit the Launch Thread to further discuss the game Here's a quick Overview of the Game:
Reveal Trailer: Low bandwidth Version | Pop Up Gameplay Trailer: Low bandwidth Version | Pop Up Last edited by Justin@PhykenMedia; 05-02-2013 at 08:37 AM.. Reason: Game is now live! |
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#2
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You had me at Wizards, gonna try right away, looks awesome, and i love me some turnbased gamed.
EDIT: First impressions, love the fact its asynchronous multiplayer, and that i can have more then one game running at a time. Second, was really excited to see you could combo the moves together in one turn, for a more "cinematic" feel. Also the graphic style and humour (Crab Crossfire, really? ) makes this game a winner already to me.
Last edited by AceWizard; 04-10-2013 at 07:15 AM.. |
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#3
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I can't install Unity on my work laptop so cannot beta test unfortunately. However can I just request that you implement a variable timer for the asynchronous. It seems to be an omission from every async game that comes out for some reason and leads to so many unfiinished games where people just give up if they're losing.
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#4
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Yeah would be nice to either be able to pick a set time, 1 day, 3 days, a week.
Ive played some games that have that option and its nice, if you know you want a quick play then just have 1 day or a few hours for turns, and then if you play with a friend or know you can play it for months then have a week or something as a choice for the time per turn. |
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#5
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Do you have any games that you know of that have implemented such a timer. I would love to check them out and see how they implemented it. Quote:
So looking at this I think a variable timer could work in this way. During match creation you would select the time length each player has to submit their turn (1 day, 3 days, 7 days, etc). Your opponent would be given notice of the timer [Let's say in this example you pick 1 day] when they accept your challenge. So each time it is your turn in that battle you would have 24 hours to respond or the battle expires and your opponent is declared the winner. We could also have the game notify you when your battle is a few hours out from expiring (that should also help ensure players play out a whole battle rather than forgetting about it and the battle expires on them). |
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#6
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#7
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I believe two that implemented it (one at least following requests from TA members) are Ascension and Summoner Wars. |
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#8
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Please keep the feedback coming! We want to make this the best game that it can be and the only way to do that is to listen to the players! |
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#9
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#10
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Of course there may still be better ways to handle this but that's the first thought that came to mind. |
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