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Messages - AdolfTickler

#1
Ask a Developer / Board game to online game. Questions!
November 18, 2009, 05:16:57 PM MT
I am sure that all of us love this game. But some people want to know more about the creation and development; how did this game become what it is? I am definitely one of those people.

Being a game fiend, I have played many board games and I have even attempted to create one as well. I have heard that this game started off as a board game similar to dungeon and dragons but that the players had more fun attacking each other rather than work cooperatively.

What was your motivation for creating the board game and why did you decide to make it into an online game?

Also, I am curious to know more about what the game was like as a board game and the differences involved with what it has become, and how the game has changed and the difficulties that you have had to overcome. What has the 'tweaking' process been like?

I would also like to know if you have an overall vision for Hero Mages and what it might be. Is it a game intended for fun and exciting quick battles, or do you eventually want to turn it into a game that has many different levels of strategy to it?

Thanks and best wishes for the future!
#2
Suggestions & Comments / New cards for new combos!
November 17, 2009, 04:39:57 AM MT
My favorite aspect of this game is the ability for endless combinations. I think all the current spells are pretty amazing! A couple of thoughts for new cards and new aspects of the game follows:

   - I've had a couple of new spell ideas.

  • I would like to see a trap card. You would see the caster cast it, but you wouldn't be able to see where he placed it, that way it would keep a tension to the game. The effect of the trap is not as important. It could be 1 dmg or it could immobilize. Also, It could be used well if I were being chased down a hallway. Did I just play a trap in front of your hero or behind him?
  • I think the reposition spell gave me the idea for this, but you could have a spell that swaps the def(unbuffed) of two units permanently. You could use this spell with the armor golem for amazing results. I don't know if you would be able to use it on the caster, but I do think that players would draw it enough to make it fun swapping stats. It would also add a new importance to the dispell card.
  • I think I'm stealing this idea from someone else. Have a sacrificial card, almost the antithesis to healing . If a hero is down to 1 hp, you can sacrifice that character to deal dice dmg to all surrounding units or to transfer life to a different character, or to transfer stats.
  • I think that the gateway spell should be reduced to 0 mana. I don't think it gets used enough and with a zero mana cost it could be used a little more interestingly in a 4 player game casting it to remove walls between two other potential enemies.
  • I was thinking about rare spells. Possibly there could be something like 10 rare spells and you would be given one for every 20 or 30 valor or after every death you cause or if you are holding all spells of a certain type(but more likely the valor). It would cue up next in your line of cards so when you drew your next card it would be the rare card(mainly used if you have 7 cards in your hand, otherwise it could be automatically added). I don't think I am the first to imagine this. Warmage was thinking of rare spells too if I remember correctly. Anyway, you could have spells such as: ROULETTE: causes all remaining heros to be randomly repositioned on the board. BLESSING: everyone on the board is healed, could also remove buffs or possibly revive 1 or all gaurdians. Someone was thinking of something like THIRD EYE: view all other players hands for 3 more turns. The idea behind these cards would be to add a new random element that could alter the entire game after it is halfway through. These are all obviously just tentative ideas.

I am glad to be contributing to the ideas behind this game. What I want to see is more combinations that add to infinite AND interesting combos. I want to see that the cards are fluid. What I mean by this is that I want to see that the spells influence each other and that if I am dealt a weaker hand, then I still have many options available to me. I do like the strategy of discarding your cards and playing possum but I don't think it is too much to ask for that I shouldn't have to do that with certain hands.

This is on a personal note, but I also really enjoy seeing combinations due to game psychology and less direct methods. I understand this is my own playing style and that it might not be congruent to the overall intention of the game. But I want to see more combos/spells that I can use if I prepare for it, e.g. knowing that an enemy is going to run away to the closest corner so I can use this to my advantage or I move a hero to the middle of a 4 player game which looks like a bad idea, but to actually have a spell or two up my sleeve. To have more spells that would be utilized in a less direct manner(i.e. opposed to just counting your opponents steps and LoS but charging in none the less) would be really awesome!

I hope these ideas have contributed to something, if nothing else than to give other players ideas of their own as to what they would like from the game.

What would you like? What do you think?
#3
I really enjoy the homage to chess that this game exudes. I always love playing games that are tactical with an option to play to your own style.

I also really enjoy the combos that can be pulled off with a lucky hand. The thrill I get when I know what is coming for my opponent is akin to a volcano about to explode.

This game is unique and smart. I cannot wait to see what else comes!

Thank you.
#4
Battle Blog / Re: Revamped Move thread
November 17, 2009, 03:00:26 AM MT
My favorite moves are ones that involve a smart use of teamwork. I think I enjoy them because they aren't moves that a beginner would always imagine, and because it shows an understanding of your unique situation.

That said, I especially like the use of casting a golem next to an opponent and then using Reposition after the golem has attacked to attack again with a Warrior/Paladin. I also like the use of a Warrior's Protect and then boosting his armor up again with a Sheild or Dragon's Fury, etc. . .

If you are asking for more complicated combinations, then I think it always requires that you have a mana surge in your hand. A simple combo was that I allowed an enemy to approach my FM while I moved my bard and rogue in on his Sorceress. I teleported next to her, mana surged, casted a fire golem and moved my bard in sucessfully pinning her against a wall with a Rogue as support. A little bit of misdirection and strategy involved.

What are some of the best combo's you have been witness to?
#5
Bugs & Support / Re: Dice glitch
November 07, 2009, 05:34:23 AM MT
Gotcha. I misunderstood the nature of Samurai's passive skill. I thought it was more in vein with the Bard's damage modifier. Thanks for the replies!
#6
Bugs & Support / Dice glitch
November 03, 2009, 07:36:43 AM MT
Has anyone else noticed a glitch with damage calculations? I just played a game against a Samurai who was rolled 2 20's and an 18 and then all low numbers like 9 and 6 against a warrior. The damage came out to +4. The samurai's dice also don't show up green like the bard's. Am I misunderstanding the nature of his passive skill? Show me the light please!