After spending some time with this game, it has definitely become more enjoyable. It was rather confusing at first, and a tutorial may be useful as well. After the goals became more clear to me, and I understood what the icons meant (although I would concur with others on this thread that a clearer labeling of them would be useful as well) the game became fun. I would concur with other comments requesting a win/loss record on the game. Overall, I am now quite happy I purchased this game. Congrats to Ashenebal and your team for this great game and good luck on your second. Hope the update hits soon!
Yep same, it's getting better the more you play, good pickup & play game. I wasn't aware that you could also win by reaching 60 on the Stronghold (thought you always had to fight to the death). The payoff (animation-wise) for winning that way is WAY better than subduing the AI to zero.
I'm seriously addicted to this game! I just hope that there would be more depth/variety though. Here are some thoughts (Some of these may have been suggested already): 1. Add a story/campaign mode that will hopefully feature a few characters or at least explain how the war started, and how it ended based on ur win/loss. 2. Add different game types or missions (this might be used in the campaign mode as well) where a mission could be something like destroy all defenses, or like just a particular resource of the opponent like the training, factory, or armories, etc. This might entail disabling the nuke so that you could achieve this. 3. More animations! ...and make them specific to the card, if its a rocket, blast a rocket. If it's an armored car, run it through the enemy. 4. Like they say, statistics where you could view win/loss, max number of resource allocated or destroyed, etc. 5. Saving of profile. Cumbersome to input the name everytime. 6. Customization of Max Stronghold before you launch a nuke or disable it altogether! As well as customizing the default resources if people want it harder or easier to start attacks. Overall though, excellent job on the game. Cheers!!!
You could try releasing a lite version. I would download it and then maybe I would buy it. I almost never buy a game without trying out a lite version first-even if it's only a 99 cent game.
That would help and more marketing stuff like placing keywords/review quotes in your Itunes Store page as well as finding how to have other review sites/youtube post their reviews on the game (I dunno how to get them though). Sometimes I get to buy a game just on based on how the review is.
Game model does not imply the existence of a lignt version. The balance will be disrupted if the restrict or remove something. And our game is on sale now for 99 cent.
You could always make a lite version with less cards. It would require re-balancing of a new (same cards, just less) deck. A lot of lite versions offer a good experience of the full game, almost to the point where people will just stick with the lite version itself instead of upgrading. This may sound bad, but it works out, and it works well. It's all about getting noticed, and people love free games. If others see that the free Strongholds edition is in the Top 100, you can bet that you will see a sharp increase in the paid version as well.
Your problem is promotion. People arent gonna magiclly say: "Hmmmm Im in the mood for a card game today". You have to attack the consumer on all fronts. This game can explode in the app store with those additional animations we asked for beacuse it would be the first APP EVER to have that detail. So how to get that promotion? Give the promo codes to review sites, the remaining give to app store shoppers, for example the ones here in TouchArcade with good rep. Big Albie is the best example I can give you. Other than that you can see if you can buy a commercial or get featured in the apple front page. So i you want those sales you gotta run those extra miles! Once again the animations for the majority of the cards will make your game explode. It will be worth the effort!
Early in the thread Ash said that all the promos have gone out to sites for reviews. It just seems like the sites haven't got around to reviewing it yet.
I think you need to give the game more time. It just came out like 10 or 11 days ago, review sites are backed up with all the premium titles that have just been released, they'll get to your game when it's turn comes.
I just think they should fight for their game beacuse that is what gives a dev prestige in the consumer populace. And after they actively support this title the next one will be twice as popular thanks to the dedication they put into this one!
Well, here's a review that was put out a day ago: http://www.**********.com/games/strongholds-review/ Pretty decent review and a lot of comments. (Edit: You'll have to replace the asterisks with appvers.ity, with no ".")
iphones.ru (1+ 5 at forum) toucharcade.com (1 + 4 at forum) slidetoplay.com (2) AppCraver.com IGN.com Macworld.com AppGamer.net http://mobilegamefaqs.com WePlayIphone.com <<<<<<reviewed Pocketgamer.com IphoneGamesNetwork.com Gizmodo.com 148apps.com TheAppEra.com itunesgames.net http://www.iphoneappreviewer.com http://www.iphonefootprint.com russianiphone.ru (4) <<<<<reviewed ************.com http://www.appvee.com http://**********.com (3) <<<<< reviewed http://tapni.ru (2) http://appruv.com/ http://www.appleiphoneapps.com/ http://www.iphoneappreviews.net and some more.... We plan to launch advertising after update
Beautiful great selection. If you know you did a good job, just let this puppy sink in for a while the results will be great youll see. But as I posted before remember the road to grandeur is paved with sacrifice if you wanna make money with this youll all have to dedicate yourselves! But I know you guys can do it!
Yea, as for now there's not much to do except wait. Maybe it'll get featured on the appstore at some point, who knows. But one thing I can suggest is listen to feedback, you may get a lot of negative responses from people, but just remember the thumb rule with customer relations management, 'for every one person that complains about something, there's a hundred more on the side-lines thinking the same thing'. Just take negative criticism constructively and apply what the players want. If people say there isn't enough animations, then put more animations in. I don't care if your artist spent 18 years creating the animations that are in it now, if this is what the customers want and you start seeing alot of similar complaints, then you can bet that others may not purchase the game based on it, and that's a loss for you.