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App description: Once again, the Powers of Darkness have returned to threaten the Realm of Auria.

Join an epic journey to restore the honor of your guild and save your people, in this fantastic mix of adventure, role-playing, and strategy game.

Choose your adventurers from 10 unique classes and vanquish hordes of orcs, undead, evil sorcerers and a lot more.

Customize your heroes with more than 150 equipment options, learn powerful spells, and use all your strategy skills to defeat your enemies.

Play real-time multiplayer quests with your friends and players from all around the world.

Create and share your own quests! Infinite gameplay hours are guaranteed by the free level editor.


FEATURES

- Loyal to the classic tabletop games: roll the dice, level up your heroes, acquire new abilities and purchase the best equipment
- Dive into an epic storyline including dozens of quests, find out the secrets of Auria and restore the honor of your guild
- Real-time multiplayer missions to play with other players to obtain great rewards
- Complete quests editor to publish and share your own quests, and play quests created by other players
- Fully translated into English, French, German and Italian


What Arcane Quest players are saying:

- Excellent adaptation of the HeroQuest board game. Brings back many childhood happy memories.
- If you are looking to play a simple D&D board game for your phone, this is the game. Easy and fun, love it.
- If you have been looking for a fantasy board game this is the best.
- If you were a fan of Hero Quest, Dragon Strike or D&D, board games, this is the perfect app to bring you back.

lordnedox's comments:


GAME TRAILER


Arcane Quest 3
07-01-2016, 06:10 AM
#2
Downloading now

07-01-2016, 06:13 AM
#3
Joined: Jul 2013
Location: Europe, CET
Posts: 2,347
Ah, there you are! And I didn't even get around to drop my feedback so far just been too busy... doing that in a bit, downloading first
07-01-2016, 07:00 AM
#4
Joined: Jul 2013
Location: Europe, CET
Posts: 2,347
Here we go, first round of feedback:

When in a dungeon:
1) Ability to zoom out the map further, to a bird's eye view.
2) Rotating the overview map should be possible, so I can match it with the dungeon view (yes, my navigation skills are abysmal ).
3) Lootables (crates, sarcophagi, etc.), my Heroes, monsters and traps are very hard to distinguish from the background, due to the muted brownish color palette. Can you add an (optional) highlighter? E.g. lootables get a green border, traps a yellow one, Heroes blue, monsters red.
4) In general, I find the current color scheme very hard on my eyes. After an hour or so of playing, my eyes hurt - mostly from the strain of looking for chests & traps - and I get a nasty headache.
5) Also, it would be better if lootables disappear after opening them.
6) Doubletap to attack acts a little odd, I have to time it right to work. Also, I think it's a tap too many. How about tap to select, tap again to attack as alternative method?
7) I'd like a compass on both the dungeon view and the dungeon map. For the “navigationally challenged” like me
8) Absolutely needs a "move all" of some kind. I started a game with the 2 Summoners. 5 minutes into the first dungeon, and I'm already extremely annoyed by having to move 6 characters every turn. Maybe when not in combat, (give the option to) merge into one visible unit only, representing that the party moves as one.
9) The shapechanged Amazon cannot open chests, they don't even show the green border indicating that there is loot.
10) The Evoker has that skill increasing Attack/Defense when next to its Summon. My visual memory is pretty bad, and I forgot which one is from the Evoker and which one belongs to the Shaman after a few minutes. Can they get an indicator of who summoned them on the portrait?
11) I miss the "give items" function from AQ2. Now I have to drop them and have the other Hero walk over them to pick them up. Makes organising and swapping items quite tedious.

Overland map:
1) I do expect something when I tap a town. Maybe bring up the Guild screen?

General:
1) Even for hardcore mode, limited saves on a mobile device is not good. I'd remove that.
2) On the difficulty selection screen, show how much the XP/Gold bonus on hardcore mode is.
3) I'd like to be able to respec my Heroes anytime not in a dungeon. While testing, I made a few mistakes; would have been nice to correct those.
4) When a summoned monster kills an enemy, it gets the XP. Those should go to the Summoner instead.
5) In general, I much prefer a "party pool" of XP, where all XP are split evenly (instead of monster XP going to the slayer). Maybe worth a thought?
6) If the trap frequency is anywhere near your other games (and it looks like it), a disarmer is pretty much mandatory. While the Wizard and Ranger have disarming skills, these need Mana and the drain adds up quickly. This leaves the Dwarf as best disarmer, just like in the earlier games. So one party slot is more or less filled by default already.
7) At least early on, the Wizard's Plague spell is ridiculously overpowered: Move in, cast Plague, all dead

Last edited by Nullzone; 07-01-2016 at 07:10 AM.
07-01-2016, 07:29 AM
#5
Joined: Nov 2015
Location: PROAPK CHANNEL
Posts: 71
07-01-2016, 09:06 AM
#6
Joined: May 2014
Posts: 135
Quote:
Originally Posted by Nullzone View Post
Here we go, first round of feedback:

When in a dungeon:
1) Ability to zoom out the map further, to a bird's eye view.
2) Rotating the overview map should be possible, so I can match it with the dungeon view (yes, my navigation skills are abysmal ).
3) Lootables (crates, sarcophagi, etc.), my Heroes, monsters and traps are very hard to distinguish from the background, due to the muted brownish color palette. Can you add an (optional) highlighter? E.g. lootables get a green border, traps a yellow one, Heroes blue, monsters red.
4) In general, I find the current color scheme very hard on my eyes. After an hour or so of playing, my eyes hurt - mostly from the strain of looking for chests & traps - and I get a nasty headache.
5) Also, it would be better if lootables disappear after opening them.
6) Doubletap to attack acts a little odd, I have to time it right to work. Also, I think it's a tap too many. How about tap to select, tap again to attack as alternative method?
7) I'd like a compass on both the dungeon view and the dungeon map. For the navigationally challenged like me
8) Absolutely needs a "move all" of some kind. I started a game with the 2 Summoners. 5 minutes into the first dungeon, and I'm already extremely annoyed by having to move 6 characters every turn. Maybe when not in combat, (give the option to) merge into one visible unit only, representing that the party moves as one.
9) The shapechanged Amazon cannot open chests, they don't even show the green border indicating that there is loot.
10) The Evoker has that skill increasing Attack/Defense when next to its Summon. My visual memory is pretty bad, and I forgot which one is from the Evoker and which one belongs to the Shaman after a few minutes. Can they get an indicator of who summoned them on the portrait?
11) I miss the "give items" function from AQ2. Now I have to drop them and have the other Hero walk over them to pick them up. Makes organising and swapping items quite tedious.

Overland map:
1) I do expect something when I tap a town. Maybe bring up the Guild screen?

General:
1) Even for hardcore mode, limited saves on a mobile device is not good. I'd remove that.
2) On the difficulty selection screen, show how much the XP/Gold bonus on hardcore mode is.
3) I'd like to be able to respec my Heroes anytime not in a dungeon. While testing, I made a few mistakes; would have been nice to correct those.
4) When a summoned monster kills an enemy, it gets the XP. Those should go to the Summoner instead.
5) In general, I much prefer a "party pool" of XP, where all XP are split evenly (instead of monster XP going to the slayer). Maybe worth a thought?
6) If the trap frequency is anywhere near your other games (and it looks like it), a disarmer is pretty much mandatory. While the Wizard and Ranger have disarming skills, these need Mana and the drain adds up quickly. This leaves the Dwarf as best disarmer, just like in the earlier games. So one party slot is more or less filled by default already.
7) At least early on, the Wizard's Plague spell is ridiculously overpowered: Move in, cast Plague, all dead
Thanks, useful suggestions as always! Will do the best to include these (and a few others I collected before) in a future update.

Cheers
07-01-2016, 09:59 AM
#7
Joined: Oct 2013
Posts: 632
Quote:
Originally Posted by Nullzone View Post
Here we go, first round of feedback:

When in a dungeon:
1) Ability to zoom out the map further, to a bird's eye view.
2) Rotating the overview map should be possible, so I can match it with the dungeon view (yes, my navigation skills are abysmal ).
3) Lootables (crates, sarcophagi, etc.), my Heroes, monsters and traps are very hard to distinguish from the background, due to the muted brownish color palette. Can you add an (optional) highlighter? E.g. lootables get a green border, traps a yellow one, Heroes blue, monsters red.
4) In general, I find the current color scheme very hard on my eyes. After an hour or so of playing, my eyes hurt - mostly from the strain of looking for chests & traps - and I get a nasty headache.
5) Also, it would be better if lootables disappear after opening them.
6) Doubletap to attack acts a little odd, I have to time it right to work. Also, I think it's a tap too many. How about tap to select, tap again to attack as alternative method?
7) I'd like a compass on both the dungeon view and the dungeon map. For the navigationally challenged like me
8) Absolutely needs a "move all" of some kind. I started a game with the 2 Summoners. 5 minutes into the first dungeon, and I'm already extremely annoyed by having to move 6 characters every turn. Maybe when not in combat, (give the option to) merge into one visible unit only, representing that the party moves as one.
9) The shapechanged Amazon cannot open chests, they don't even show the green border indicating that there is loot.
10) The Evoker has that skill increasing Attack/Defense when next to its Summon. My visual memory is pretty bad, and I forgot which one is from the Evoker and which one belongs to the Shaman after a few minutes. Can they get an indicator of who summoned them on the portrait?
11) I miss the "give items" function from AQ2. Now I have to drop them and have the other Hero walk over them to pick them up. Makes organising and swapping items quite tedious.
I agree with points 3 and especially 11. If 11 happens my money is ready.
07-01-2016, 10:15 AM
#8
Joined: May 2014
Posts: 488
Really enjoying this so far. Looks good. Gameplay is fun and so far the ads are minimal. I'll likely spend on iap here. Looks like you can buy additional characters, money and some upgrade items.
07-01-2016, 10:52 AM
#9
Joined: Jun 2011
Posts: 5,804
Pretty sweet so far! I only played 1 mission so far but definately seems like something I could spend some time with!
07-01-2016, 11:09 AM
#10
Joined: May 2014
Posts: 488
How do you repair weapons and armor?