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  #1  
Old 02-02-2013, 02:38 PM
TouchArcade Bot TouchArcade Bot is offline
 
Join Date: Feb 2012
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Default Spellchain



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  #2  
Old 02-02-2013, 02:39 PM
Greyskull Greyskull is offline
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iPad mini, iOS 6.x
 
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Location: Fort Lauderdale
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Just created this tread through the TA app. Interesting game; not much meat, but, as the description says, no ads or iaps. Maybe if enough people dl it the devs will notice and throw in multiplayer...well, one can hope.
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  #3  
Old 02-02-2013, 06:46 PM
Capronissimo71 Capronissimo71 is offline
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iPhone 5, iOS 6.x
 
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Location: Italy
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Just downloaded, i'll give it a try in a few hours. I'm very curious about it.
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  #4  
Old 02-02-2013, 06:58 PM
Talbs Talbs is offline
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iPhone 4
 
Join Date: May 2011
Posts: 688
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Just have it a go myself. I can tell they've put a bit of effort into it.
It's just that there's not much substance to it. Each turn you select some cards, as many as your 5 mana allows, and it's from a common card pool as shown in the screenshots. The first card you select means that you can then only select cards from immediately adjacent to the card, if mana allows.
Take turns doing this with the AI. Usually it's like select around 2 cards to play each turn.
That's about it.
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  #5  
Old 02-03-2013, 12:30 PM
Kalamona Kalamona is offline
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Join Date: Feb 2013
Posts: 2
Default Thanks for opinions!

Hey,
I am the designer/producer of the game, it is fantastic that some people noticed this humble little app

Yes, I totally understand that there is not enough "meat" in it, I planned a few more features (multiplayer, metagame, etc, the usual stuff), but lost my enthusiasm somewhere, and decided that a skeleton game released is still better than no game at all.

This game was also an experiment about developing/releasing a game to iOS, using Unity+nGui, working with overseas contributors, and so on. So it was more of a learning experience to me than an attempt to make a great game. I plan to release more games in the future, with a bigger budget and more gameplay.

For Spellchain, I plan a bit more polish (fixing some AI problems, balance changes, adding a few more cards and perhaps hotseat multiplayer), but I won't do much after that. I hope that some people enjoyed the game after all

cheers
Kalamona
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  #6  
Old 02-03-2013, 01:09 PM
Appletini Appletini is offline
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iPad (4th Gen), iOS 7.x
 
Join Date: Jan 2011
Location: Ankh-Morpork
Posts: 2,512
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This is a pretty neat alternate "boardgame" take on the classic Arcomage/Two Towers card game model. It's not massively strategic, but there's still a level of planning involved, and the combination of familiar and new elements works well. As it stands, the game has solid production values and would easily have justified a pricetag; for free, it's certainly worth picking up if you like the games it is based on.

A number of the cards (both the ones on the board and the detailed ones in the lower left corner) need to be gone over for typos and other errors, and the status text at the top needs cleaning up for certain conditions, but otherwise this is a fine lightweight boardgame that I'm happy to add to my collection. I'll also award it bonus points for not being yet another straight clone.
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  #7  
Old 02-03-2013, 03:32 PM
Greyskull Greyskull is offline
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iPad mini, iOS 6.x
 
Join Date: Dec 2009
Location: Fort Lauderdale
Posts: 5,030
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Quote:
Originally Posted by Talbs View Post
Just have it a go myself. I can tell they've put a bit of effort into it.
It's just that there's not much substance to it. Each turn you select some cards, as many as your 5 mana allows, and it's from a common card pool as shown in the screenshots. The first card you select means that you can then only select cards from immediately adjacent to the card, if mana allows.
Take turns doing this with the AI. Usually it's like select around 2 cards to play each turn.
That's about it.
Well, you aren't limited to 5 mana based on the initial card on the chain. You can sacrifice health for mana with some of the cards; others have no cost...it looks like a lot of time was spent on the placement of the various cards, as some creative combos can be made.
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  #8  
Old 02-03-2013, 03:36 PM
Greyskull Greyskull is offline
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iPad mini, iOS 6.x
 
Join Date: Dec 2009
Location: Fort Lauderdale
Posts: 5,030
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Quote:
Originally Posted by Kalamona View Post
Hey,
I am the designer/producer of the game, it is fantastic that some people noticed this humble little app

Yes, I totally understand that there is not enough "meat" in it, I planned a few more features (multiplayer, metagame, etc, the usual stuff), but lost my enthusiasm somewhere, and decided that a skeleton game released is still better than no game at all.

This game was also an experiment about developing/releasing a game to iOS, using Unity+nGui, working with overseas contributors, and so on. So it was more of a learning experience to me than an attempt to make a great game. I plan to release more games in the future, with a bigger budget and more gameplay.

For Spellchain, I plan a bit more polish (fixing some AI problems, balance changes, adding a few more cards and perhaps hotseat multiplayer), but I won't do much after that. I hope that some people enjoyed the game after all

cheers
Kalamona
Welcome to TA? I love stumbling on the small, quiet releases. Do you plan on developing another card/board game? Whilst this game might be a bit rough around the edges, its obvious to me that you have some talent in thos genre of gaming, and those of us who are CCG/deckbuilding/board-card-hybrid game fans are always hungry for more .
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  #9  
Old 02-03-2013, 10:22 PM
gquiller gquiller is offline
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iPad 2, iOS 7.x
 
Join Date: Nov 2011
Posts: 179
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Definite potential - keep at it!
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  #10  
Old 02-04-2013, 08:24 AM
Bone16 Bone16 is offline
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Join Date: Sep 2012
Posts: 98
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This game definitely has potential. Please add some multiplayer so I could show Greyskull how it's done. Lol
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