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I hate Agricola, but this app opened it up for me. The agony is short and almost sweet, no fiddly rubbish, or waiting for other AP prone players. Also an AI that soundly beats me as I'm totally crap at it. It's a superb implementation, I sold the board game a long time ago, but the app will be around a long time on my ipad. Superb!
1 year, 8 months ago on Agricola
Not really I think Talisman has more longevity than WQ limited as it is. WQ barely diverges from the same experience every time. Same monsters, same dungeon (albeit the irrelevant layout changes.) one junction, no environmental interaction, no missions as such they are just the same, get to end room beat a choice of 3 boss types.
It's extremely repetitive with very little depth or breadth opening up as the game develops. I was bitterly disappointed with what could have been so much more.
1 year, 8 months ago on Warhammer Quest
Like M&M DOC these Magic/Spectromancer clones don't offer anything that new.
1 year, 9 months ago on SolForge
Even if they would have made the funding DOW is a big enough company to release an update without a KS campaign. I think it's just a cynical way to avoid risk and shows a lack of confidence in your own product.
2 years ago on How NOT to Run a Kickstarter Campaign: Small World 2
You were spot on they pulled the campaign, most probably because they wouldn't reach enough funding. Really is outrageous DOW tried to exploit the KS model.
2 years, 1 month ago on How NOT to Run a Kickstarter Campaign: Small World 2
@James Looking back over the posts it's quite obvious the troll posting under numerous pseudonyms is quite blatantly baiting. I suggest maybe anonymous posting is turned off or your going to get a lot more troll posts irritating what, I'm sure, will be a growing user base. I really like the site, any chance of making the article links at the front click through to the article using the image as well rather than just the title text? Chz maj
2 years, 5 months ago on Spellcraft
'give it a try and see for yourself and you can dismiss majmitch's opinion as meaningless cuz it seems he's disgruntled about everything'
I stick by my original statement regardless of my best wishes to the Dev.
You failed to contribute anything other than attitude, insults and inaccurate information.
Now be off with you troll boy. Your not adding anything apart from making people think that fanboys of this game are nobjockeys.
Thanks for your interesting points. I do play MTG and have done since it came out, the major issue with MTG is Land pulls, if you don't get enough your buggered if you get too many your buggered. I'm not a big deck builder person so using standard balanced decks is the way I prefer to play, so maybe I'm missing out in MTG, after a while MTG just becomes a bit too luck driven using pre-built decks, but not a bad game.
I can see the decisions you made make sense, I agree that MTG can become bogged down but I think there is one advantage to the MTG combat that is significant is that I can play out as many creatures as I can without restriction always giving me a chance to overwhelm or run round larger creatures as generally they can only block 1 for 1. So in MTG the 'lanes' are dynamic and shifting based on what you block and attack with rather than an artificial constraint of how many creatures you can have down. That's why I suggested multiple stacks of creatures to enable more freedom of choice as I do think the battleline gets snarled up and if the lane is nerfed (0 attack) lanes can quickly fall into a complete stalemate with turns of discarding. I've played about 30 games of Spellcraft and ignoring the aesthetics objection (just a taste thing really) i do see an interesting game in there but just feel its a bit limited at the moment. This may well change as you expand the deck choices and I hope it evolves into a game where the lane idea is a focus for intense interplay than the stifled feeling I get a the moment.
I totally appreciate the time and effort that goes into these developments and wish you all the best.
Steve I think you'll find 'mike' started the mud slinging and trolling, I've actually been quite constructive with my views as well as critical. There is absolutely nothing wrong with critical analysis, just because the game is free it doesn't exonerate it from criticism. The game DOES suffer from log jamming its not every game like I said but too many so that the experience drag. As I previously stated I think 6/10 is pretty fair as its not a god awful game, at this moment in time I think it just falls a bit flat.
Without asynchronous ill stick to the pocket version x2. Still plays great on iPad.
2 years, 5 months ago on Ticket to Ride
Thanks Duke, this guy is a dead end. Nuff said.
Well, without being rude I'll be constructive, if you are the dev (you do share the same name so its possible from my perspective), I think a simple change would really help the game flow. If you could stack creatures on a lane combining attack power and defence with the first creature always being the first to get killed this would stop the log jamming effect and create a really interesting interplay of lane buffs/nerfs and creature powers and allow greater combinations of effects on a lane (you can stack effects as well). This may increase the chance of good creature start hands having an advantage but with a Mulligan. I know there could be issues with this approach so there could be a 3 creature limit... just an idea..
I've not said every game I play ends up log jammed but too many have so far and I hate having to discard because I can't play any useful card. There is a reasonable game in there but I feel it needs tweaking....
Yep defo Dev talking there. You should take criticism on the chin, being rude and misleading just shows how unreceptive you would be to suggestions to improve the game. Your overly aggressive tact against my original post just seemed like a weak attempt to deflect criticism by trying to undermine the credibility of my opinion which I find irritating. I am a game developer, but I wouldn't need to be one to criticise this game.
Fortunately I haven't spent a penny on this game, neither have I had a particularly fulfilling experience with it either. Like MTG the luck driven nature of draws is compounded by dull lane nurfing where you end up discarding and drawing to get the right card.... Skill has nothing to do with it as this game requires next to none.
Looks like spellcraft dev is upset, lol.
So after playing again just to make sure I wasn't wrong I'm stuck with living maze and narrow tunnels which has rendered the last 20 YES 20 turns as unresolvable. No damage or effects can remove the utter dullness of lane nurfing. I did replace one of my own narrow tunnels I put on a lane only to be re-nurfed by a living maze. Give me a break this games going to go on forever. Zzzzzzzzzz
I see the art of debate is dead.
I feel I'm being mis-represented here. I love lots of board and card games as a player for over 25 years, this simply is not an original or interesting game. I would rather pay for a good game than shout the merits of a game because its free.
The artwork is all awful cheap 3d renders. You cannot compare to real illustration you find in the other games you mentioned. Spellcraft just looks cheesy.
MTG is Faster, much faster than this game, what planet are you on? Spellcraft limps along due to the fact that walls and effects often negate the ability to attack on a lane or you have to wait 5+ turns to even get near demolishing a wall. Using lanes rather than allowing players discretion on damage creates an awful jammed up feeling when playing. You can't play anymore creatures out without replacing creatures on a full lane and you might just do that otherwise you have to chuck away cards, pointless. It removes the rather more interesting MTG method of blocking and allowing damage as a choice. In this game the lane just dictates if you take damage or not. Very basic. Like I said before I don't much care for MTG but this is inferior to many games I have played. The assassins creed game is free and has some interesting mechanics, I'd recommend trying that for free, don't buy cards or play multiplayer as that game is horribly broken outside of the free campaign.
Maybe mike is a disgruntled Dev for the game, either way try it by all means and you'll see what I mean. Shame though it looked promising.
I said try, maybe for some purchases are necessary to break the dull repetition. It borrows many mechanics from MTG - summoning Sickness, the battle mechanic is similar to but made ultra dull by creatures actually taking damage and using lanes. This is particularly noticeable with walls,,,yep walls another rip off. Attacking walls is painful and dull. Lanes restrict options to the point of rinse and repeat attack, chuck cards to get through defences, no interesting decisions or cards. I don't rate MTG either find it dull and luck driven unless your some deck builder freak then it's more of a metagame. It looks shockingly bad as well, the artwork is awful.
The game mechanics promote tedium and some a simply lifted from MTG.
I didn't like the game much either. It's just a poor MTG rip off that tries to suck money out of you (exactly like MTG). I also didn't like the artwork, horrible generic 3d stuff that us about as bland as the game. The artwork is soulless. I think your reviews are pretty much on the nose, the AI DOES scale to appoint you most probably need to buy cards. I also dislike the unresponsive interface, I want to see when I push a button that it's pushed also zooming in on cards is clunky.
Bin this off and get Summoner Wars or Ascension far more engaging games. Hell, ticket to ride pocket has far more tension.
Actually looks like Flash converted for IOS it's choppy because they kept flash vectors in .. Now that's just lazy.
2 years, 6 months ago on Thunderstone: Gateway
Just tried it, looks like it might be an HTML 5 based version it certainly doesn't seem like a natively created app considering it's appalling performance. Agree with other comment would have paid if at play deck level of development. What a waste.