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  • Publisher: Smashware
  • Genre: Strategy
  • Device: iPhone
  • Size: 103.7 MB
  • Version: 1.3.1
  • Price: Free
  • Average User Rating: 4 (1)
App description: Ultimate Showdown is a multiplayer collectible card game where comic book style characters from different worlds clash!

Choose one of 3 starter decks!
- Medieval Robots
- Zombie Outbreak
- Monkey Pirates

Earn coins by defeating opponents online or in single player tournament mode and use them to buy new cards and build a deck with a strategy that suits your play style!

Smashware's comments:

Ultimate Showdown is a free to play multiplayer collectible card game where comic book style characters from different worlds clash!

Choose one of 3 starter decks!
- Medieval Robots
- Zombie Outbreak
- Monkey Pirates

Earn coins by defeating opponents online or in single player tournament mode and use them to buy new cards and build a deck with a strategy that suits your play style!
01-16-2013, 07:26 PM
Joined: May 2011
Posts: 1,955
People not really into this?
Not getting any attention.

I've played it a bit. The IAP for boosters seems a little steep.
And I'm not sure how much depth it can have. Could be deeper if there were more factions and you could mix them (say 2), together. That way it'd be more like the coloured mana system of magic.

Also the black and white....not sure. Different, but...doesn't let cards stand out in your hand. Still it's different so, I guess there's some value in that.

Seems like a very very very hosed down magic.

02-04-2013, 03:56 PM
Joined: May 2011
Location: Toronto
Posts: 28
Hey everyone - we just rolled out a couple of patches and are starting to work on some content updates

We're also looking for your opinions and ideas for the next patch so if you have any feedback on the game, positive or negative, let us know!
03-10-2013, 07:02 PM
I tried this game out since i try out all the ios ccgs and it's okay... Mediocre at best. The core gameplay is good, its fast, quick, runs smoothly, but the overall features are lacking.

I think there could be a rule book added with the keywords like flying, ranged, etc.

I think you could expand the single player experience beyond 1 match per day, since multiplayer is so empty. The tournament was ok, but you could only play through it once . This way people might play more and maybe play multiplayer more...

Maybe add a better way to filter the deck builder and sort through cards right now scrolling through entire selection is annoying for me. Is the only deck building rule 30 cards? You should probably restrict it to x amount per card other than the resource cards , I think it would add variety. Right now I can run 7 barrels of monkeys seems like a lot
03-12-2013, 07:20 PM
Bluebird, I just tried to play with you! For some reason we got disconnected. Ugh. Disappointing, since that's the first time I've ever seen anyone in the muti room.

I'm with Bluebird here - there needs to be more than one match per day, since multiplayer is so empty. At least let me re-do a daily match if I lose one against the computer. It's frustrating that I want to keep playing your game, but can't. I don't think that's a position you want to be in, as a game developer - not letting people play your game.

You need to let me go into a help mode and touch a keyword (ranged) to tell me what it does. Sometimes I forget.

The card packs do seem a bit steep. I'd probably buy more if they were a bit cheaper. I already bought 2, but didn't get a good return on my investment (mostly cards that didn't fit in my deck, meh). Alternatively, I'd buy more if I knew I'd get more cards that were in my faction.

Also... maybe you could have a library that shows all the possible cards? Maybe? I dunno. That might entice me to buy more packs, if I could see what was out there.

This game is really fun and I've enjoyed playing it, but it does need some tweaking and adding. I really super hope you guys don't quit supporting it.

Last edited by Fieryseraph; 03-12-2013 at 07:30 PM.
03-13-2013, 02:33 AM
Joined: Feb 2013
Posts: 2
Nice game and try overall. Simple and addictive.

The deck builder needs improvement for sure. Same cards need to pile up because it is annoying to go through all your cards to find something.

Also the distract ability sometimes it bugs the top left icons so you cant continue-play-finish the game.

Keep it up!
03-16-2013, 09:52 PM
bummer that we dcd, I don't remember that game specifically but there seems to be quite a bit of connection issues?? I'm not sure what happens, but I get the message your opponent has quit often when I play the multiplayer, and I don't see a reason for people to quit as they get 2 gold for losing. I have slowed down playing this game, as I mentioned it needs some updates .

I like the idea for a list of available cards, to see what's in the packs. I've seen a couple interesting cards, but most of the commons seem to be just vanilla spells/creatures, I would like to see what's out there, and also some more variety of cards

Last edited by Bluebird503; 03-16-2013 at 09:54 PM.
03-17-2013, 05:58 PM
Joined: May 2011
Location: Toronto
Posts: 28
Thanks for the feedback guys - just wanted to let everyone know that we've got an update on the way to address some of these issues
03-18-2013, 08:59 PM
Joined: Feb 2013
Posts: 2
Also check the Robosmith card. I think it is bugged, the 50% reduced cost doesn't come in effect. (Checked with Battle Gear Attachment)
03-19-2013, 04:55 PM
Bugs + suggestions.

First, I would like to report a bug, for some reason whenever I'm playing pirate monkey faction online against another player using pirate monkeys, and we both have identical fighters(monkey sharpshooters usually, but it happened once with a normal monkey pirate as well) on the board, my opponent seems to doom boat/bombard his own monkey sharpshooter instead of mine(on my screen). Then when I go to attack with my monkey sharpshooter, the game freezes up and nothing happens. When I go to attack with a different fighter, sometimes the game freezes up. I think they are blocking with the monkey sharpshooter that I can't see.

Some suggestions..

After playing a bit more(seems there are a few people playing multiplayer), I feel there is some room for some different cards that would help the game have some more varied advanced decks/strategies. Right now the rares are good and add some more variety when people unlock them and some are quite powerful(I like Robo-King a lot), but they are more supplements to already good strategies, than providing for interesting things you can build a deck around.

Right now I feel the decks for each faction make themselves with your cards available, and there is little to no variance when I play online, everyone is using very similar decks and its grown dull fast.

I am looking forward to your update though and hopefully it has some interesting things,

Here are a few suggestions off the top of my head, just some ideas for you to consider.

A rare or common resource card(s) that provides resources for 2 factions at once, (limit the # of these per deck as I suggested before ), could help this game a lot.

So it would be a Mechanical Pirateship for instance, and provide 20 of each pirate gold and mechanical stuff per turn. Or a Corpse with Fungal Growth(Mushrooms + Zombies), etc.

You could also make specific cards that require both kinds of resources to play them, with powerful effects. 80 pirate gold and 80 mana for a card that has an especially good effect. Maybe a large flyer with ambush.

This would create more room for strategies, right now I haven't really seen any decks that use 2 factions well, I tried it, but I've always ended up switching back almost instantly, cause I can't get the resources too work at all.

Another method you could use to get players to use two factions, would be simply letting them pay 25% of the cost for cards with another factions resources, but i feel like this would be confusing and you would need to implement a method for players to choose which resources they use, and it would be somewhat difficult, I don't like this method.

Is there no cards that draw cards, I haven't seen any rares or commons that do this personally. Maybe this should be a feature the mushroom/mana well faction can get as I haven't seen anyone use them effectively yet, it could be a fighter that draws a card when it enters play, or when it does damage, as well as maybe a spell that draws two cards or something(all costed at appropriate prices of course). A fighter that lets you draw, then discard a card would be good too. Anything that lets me filter through my deck, would be cool. Right now there is nothing like that in this game. You could create a whole new faction to take advantage of these kinds of abilities.

There might already be cards like this since I haven't seen all the rares, if there is, ignore me.

I would like to see the mechanical units have a few more lifegain cards/options beyond Robo-Disciple, to help ward off early rushes and establish a later game. Right now I've been trying to get a mechanical deck to work but I need to play a ton of Robo Disciples to not get killed by monkey rushes.(I think Im playing 8 robo disciple).

I would like to see some(multiple) cards that can help keep the monkey rush decks in check, the monkey cards in particular are extremely efficient and hard to deal with since monkey in a barrel gives both cards both get ambush and they apply a lot of pressure, I'm not sure which faction the cards should be in, the zombies have Infected Rats, so maybe the Mana Well/Mushroom Faction can get it, as destroying things does not seem to be in the mechanical guys flavor, some big life gain swing cards could work well in the mechanical faction(even though life = mechanical seems like a strange thing)

A mushroom card that does something like destroy all fighters with defense of 1, (appropriately costed) would really help the game , right now most of the options to play multiplayer are basically be aggressive with fighters(mostly monkey faction), so if you could give other factions and strategies ways to deal with that, we might see more variance in decks built(some more controllish strategies would be interesting). Right now the best ways to combat two 2/1 monkeys on turn 1 or 2 is put an infected rat or your own barrel of monkeys in the way, otherwise your going to be spending more cards than they did (just the 1 barrel of monkeys) and you have already taken damage because of ambush.

I have some more ideas of course, but that's it for me rambling, I think there is still a lot of room for creation/imagination in the cards, as well as strategies/synergies to come out of that and I hope to see some more stuff out of you guys soon.

Last edited by Bluebird503; 03-19-2013 at 04:58 PM.