Rise of Heroes - Castle-Defense/Side-Scrolling Hack And Slash Hybrid

Discussion in 'Upcoming iOS Games' started by PocketMonkey, Jul 31, 2010.

  1. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    And now presenting the all-mighty warlock, capable of burning toast with the snap of his finger... not that he'd want to, really...

    [​IMG]
     
  2. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    #22 PocketMonkey, Jan 2, 2011
    Last edited: Jan 2, 2011
    [​IMG]

    Sorry it has been so long since we last posted!

    Hope everyone is having a happy new year and we hope you will soon get to enjoy "Rise of Heroes" for your iDevice.

    Any questions? Please feel free to PM us here or ask us on Twitter @thepocketmonkey.

    We also are also watching this thread and will answer as soon as possible!
     
  3. crex

    crex Doctor of Game of the Week-ology

    Oct 18, 2010
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    Everywhere and Nowhere
    Will you need beta testers?
     
  4. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    We would absolutely be looking for testers. ;)
     
  5. Dazarath

    Dazarath Well-Known Member

    Mar 21, 2010
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    The art looks really nice from the little that you've shown. I'd like to add +1 to the screenshots requests.
     
  6. crex

    crex Doctor of Game of the Week-ology

    Oct 18, 2010
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    Everywhere and Nowhere
    When will you be choosing them?
     
  7. JoeyLP

    JoeyLP Well-Known Member

    Jan 18, 2010
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    #27 JoeyLP, Jan 2, 2011
    Last edited: Jan 2, 2011
    This game looks awesome. Look forward to it.
    I am down to beta test the game too...
     
  8. PointOfLight

    PointOfLight Well-Known Member

    Dec 29, 2008
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    I'd certainly be interested in beta testing as well.
     
  9. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    Absolutely. Soon we will be setting up the PMG Testers Guild and will be looking for new recruits in short-order.
     
  10. gunxsword

    gunxsword Well-Known Member

    Dec 24, 2010
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    This game's definitely caught my interest (I was addicted to CW2, don't like much now...).

    Then again, there are a few things I would like to ask about, mainly based on features which I did not like in CW2:

    1. Absurd imbalances in different units. Spearmen in at least the first 2 acts are, godlike. They out-range half of your enemy's minions. I easily flew through the first 2 acts with turtling, and spamming 2 types of spearmen and 1 ranged unit. There was no skill involved. I do not wish to see this game have this kind of exploit.

    2. In later acts, I experimented with different kinds of units. But then it struck me: it all came down to spamming a combination of a few units, in other words, it became a spam feast and got stale very fast.

    3. Necessity to GRIND. I HATED that. Replaying stages over and over, quitting just before it was finished just to replay it again. It was the only way to get the upgrades required for the last few acts. And it was BORING.

    4. Different units felt the same in the battlefield. Yeah you've got a bunch of different units but they all feel the same. So you have a stone thrower, a javelinier and an archer (different units doing the same thing with different costs later on), so why can't you have upgradeable units instead? It also makes none of the units feel special in any way.

    Then again, it was a good concept under the game anyway, and I wished to find a similar game that was less focused on spamming carbon copy soldiers and more about tactically sending units that had their own specialties.

    Now for a much more relaxed question: why does the Rogue look like Altaïr from Assassin's Creed conducting an orchestra back-handed? :D
     
  11. FPE

    FPE Well-Known Member

    Sep 25, 2010
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    Same here, what i see here is really nice.
     
  12. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    Hah! Love it. The "relaxed question" gave us a good laugh. (Must admit, the rogue was inspired from Assassins Creed. :rolleyes: )

    1. While we did look at CW2 after starting production, the game is different. For one, you will be doing most of the fighter with your Hero and use your troops as support. Further, the game will be designed for pick up and play, so it won't require endless spamming to advance.

    2. We will try do a well-balanced game where certain units are good against others and at the same time suck against another. For example, teaming up an archer and a spearman against an enemy Champion (champions have high damage but moderate defense) would be a great idea, but a Mage with no defensive units in front of him would get slaughtered by a champion.

    3. Hopefully, you won't need to grind. The game will be designed with a few different game modes. In the campaign, you will have a certain number of missions or stages. The game is designed to have an end and to not allow you to get everything in the first playthrough. For example, you can fully upgrade your hero with different abilities, or you can neglect your Hero to build up an army, or you can have a balance of both. It's about strategic management, not grinding.

    4. In Rise of Heroes, the units will not be upgradable, at least not in the initial version. However, each unit is unique and designed with a specific purpose in mind. For example, the Priest can ONLY heal and is not used for defense. The archer is designed for long-range support, but will perform poorly when in close-combat. The "Warrior" has low damage but higher health, while the Champion has high damage and lower armor.

    On top of that, we are working to add competitive multiplayer into the mix, which would make it stand out.
     
  13. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    [​IMG]

    Here is a rough concept of the "game area".

    A lot of this has changed and that is just a placeholder background. In the image, the Hero is at the front with 2 spearmen behind him, acting as body guards and additional offensive support.
     
  14. gunxsword

    gunxsword Well-Known Member

    Dec 24, 2010
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    Wow! I'm fully satisfied with your response! Definitely purchasing this game now.

    I've got quite a few friends who loves CW2, so I will be bugging them to buy this game. Also, a competitive multiplayer mode will certainly be a selling point for me and my friends.

    Now, for a few suggestions:

    1. Through my experience with multiple medieval/archaic RTS games (Stronghold 2, Rome Total War etc), I find the Warrior unit design to be a bit 'off' with it's name. I suggest using http://stronghold.wikia.com/wiki/Swordsmen as a substitute design for the current Warrior.

    2. Also, the current design of the 'spearman' looks slick, but I think wielding a halberd will certainly spice things up a notch http://stronghold.wikia.com/wiki/Pikeman

    3. Assuming that you do accept my first advice, may I further suggest two unit types: Spearman/Pikeman (current design) and Calvary.

    Swordsman: Warrior renamed, sounds better :D

    Spearman: Anti Calvary (something like 200% damage or a-few-hit-K.O.), penalty against other units (other than Spearman, perhaps a 75% dmg reduction?). Weaker than Swordsman in all regards (including base dmg).

    Calvary: Fastest unit, strongest attack, highest health. Fragile against Spearman (like always)


    That's basically all the ideas I have for now, simply what most RTS games have in common. Please consider implanting the suggestions.
     
  15. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    Love the enthusiasm for Rise of Heroes!

    You are right. He is no longer called "The Warrior". ;) It will be noted before release.

    Though we won't likely implement new units in before its first release, we will definitely consider it for updates if the game sells moderately well.
     
  16. tsharpfilm

    tsharpfilm Well-Known Member

    Sep 14, 2009
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    This game looks very promising. Great overall design, and the fluidity of the animations is really eye catching. Looking forward to the teaser trailer.
     
  17. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    Thank you! We love the kind words you have for us on it. ;)
     
  18. Epox

    Epox Well-Known Member

    Jul 30, 2010
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    anything new?
     
  19. PocketMonkey

    PocketMonkey Well-Known Member

    Mar 29, 2009
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    We are still in production for the game. ;)

    Its going to be a casual title, but still the biggest one we've made to date.
     

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