What platform? Definitely crashy on ipad1, per my experience and app store reviews.

Mainly iPad 1, plus iPhone 4 occasionally via Cloud Save. The game crashed a few times on my iPad, but I never had any trouble resuming from a save.

I saw a passing reference to Ascendancy in another thread a while back and made a mental note to check it out at some point. It’s on sale this weekend for $.99 (down from $5). I never played the old DOS version and I haven’t given it enough attention to be able to recommend it or not yet, but since I originally found out about it here I figured I’d mention it.

Ahhh, crap. Just saw this and it’s back to $4.99. Thanks for the heads-up, though!

I keep coming soooooo close to buying this, but then I really want to play you clowns, not the AI. Anyone know if they’re planning to make Ravenmark PvP?

There’s a ravenmark LITE out, so you can try it for free. I seriously doubt they will add multiplayer.

I searched for that and found nothing! Thanks, g.

When I think of all the TBSs I’ve ever played – Fire Emblem, Final Fantasy Tactics, Shining Force, Advance Wars, etc. – the thing that unifies them all in my mind is the concept of controlling units sequentially. What made you decide to stray away from that formula and have unit actions play out all at once in Ravenmark’s Standing Orders system?

It wasn’t like our aim was to deviate and reinvent the wheel for TBS, but simply put, it was a consequence of Ravenmark’s system being designed for multiplayer play from the start! At some point in the future we hope to implement hot-seat multiplayer, and possibly asynchronous multiplayer through Game Center.

http://ifanzine.com/interview-with-witching-hour-studios/2/

From what I’ve played, the single-player campaign easily justifies the purchase price by itself. However, the rules and turn structure would be an absolutely fantastic fit for asynchronous multiplayer, so I’m really hoping that comes to fruition.

Fire Emblem and Advance Wars are perfect for me, but this sound super-cool too. Thanks, Boojum! I’ll try the Lite version.

I hit a wall in Ravenmark, on a mission I simply cannot win. It’s the one with the suicide bomber dudes. Ugh.

I’m having a blast with Bang! which is only a buck right now and has cross platform play

Hi guys - let me introduce myself real quick here - my name’s Kevin and I’m one of the founders of Witching Hour Studios. I generally handle more of the technical issues as well as the feedback stuff (the contact button in the app sends an email directly to me, and I’ve made sure to reply to anyone who has ever written in.) With that being said, I saw a few comments on the game, and I thought I would chime in … (I sincerely hope you guys dont mind me butting in to your discussion). Also - if you have any other questions for me … I’m here to give you a direct and honest answer :)

Hi gambrinous - you are partially right. We are working on a skirmish mode with hotseat multiplayer, but due to a few bugs, it probably wont make the January release anymore (we’ve turned our focus to completing the Kaysan campaign first). We are going to make a completely separate app for multiplayer (with async multiplayer as well as multiple match setup) simply because we also intend to update the main app with 2-3 additional campaigns (and that means the app may balloon to 700-800mb with all the new artwork and sprites). Brian, my other partner, is nearly done with the script for Raven’s Dusk, (the next chapter) and we’ve begun to create more artwork and sprites for Raven’s Dusk. Ian (the creative lead) is done designing multiplayer, but we simply don’t have the manpower to begin work on it (we’re still 2 programmers strong … though we have begun looking for new talent to join us!). Hopefully I’ll have a more concrete date for when we can release a proper multiplayer build (we’re also hoping to do it in Unity … hence the delay).

Thanks - trust me, that means a lot to the team. We worked on Ravenmark for nearly a year before really showing it to anyone, and I cant count the number of times we had design changes, stayed up till 5am, went to work (I still have a separate day job) and then continued the development :) As I said above, the draft for multiplayer is done. We just need to get the right guys to join us so we can begin work on multiplayer as well :)

Tell me about it! Ian, our devious creative lead, came up with that mission. I got killed the first three times I played it … and he still made me play it several times over the last few months as we were implementing some new features, namely: an ‘easy’ mode, a star-based ranking system, and iCloud mission unlocks across different iDevices. (but not a full-fledged saving mechanism). If you want some hints, check out our touch arcade page here. Alternatively, I have my own strategy which I can PM you if you want. (but yes … I sometimes want to fling my phone against a wall when Ian tells me to repeat that map …)

Sorry if my first post was a little long … I tend to blab about the game as we still feel very excited about Ravenmark (as well as our future plans for the game ) … Either way - I’m open to all forms of feedback / suggestions / criticisms. We sincerely want to know how we can make the game better (our office has a small board with the suggestions we’ve received … we have 30+ suggestions received, and 7 of those are in progress!)

Cheers
-Kev

Just to piggyback on what Kevin said, they really have implemented suggestions from players, such as the ability for late-moving units to move beyond where early-moving units begin a round at. I need to get back to playing it (only played the opening missions) but it is a very high quality product with some unique and interesting mechanics that is worth the attention of anyone interested in turn-based strategy.

It is really great to have one forum,where all we can discuss


The world is not enough for me

So has anyone tried out the paid version of Silversword? I was hoping for some news on how good it is so I could skip the lite version and just dig into the full one. But if no one has given it a go yet, I’ll download the lite version and test it out tonight.

Yes, I paid for it. I’ve only played about 30 minutes, not really enough to get an impression of how it holds up gameplay wise. But this is very strongly inspired by The Bards Tale (the original), warts and all. It’s clearly done by someone who loves those games, it all feels very familiar down to some very retro UI and gameplay, but if that’s what you’re looking for then it seems a risk-free purchase. Me, I think it’s great, just hoping it doesn’t fall over once you get into it.

Thanks krayzkrok, that is all I’ve been really hoping for. I loved the Bard’s Tale games so if it fits right into that mold then I will probably love it.

Kevin,

Thank you for posting! I have played the first three missions and enjoyed it very much. I was going to come post that I had decided to wait to see if multiplayer would be implemented, but now that I’ve learned that there are just a few of you working on the game, and that you have day jobs, too… well, let’s just say that a crack appeared in my heart of ice.

That, plus Boojum’s thumbs up (him in particular, but all the other thumbs up matter as well), and you’ve got yourself a sale here.

Downloading it now!

I picked it up when it was on sale a couple of weeks ago, played a bit, and was kind of disappointed. If all you’re looking for is a portable version of Bard’s Tale, it might do the trick, but to me it felt too much like a pale copy with no identity of its own.

Everything from the classes, spells, and mechanics to the screen layout and interface seems to be lifted directly from Bard’s Tale. This leads to a very awkward and wasteful use of screen space that does almost nothing to adapt it to a touchscreen system. Irritations like:

-having to toggle on and off the too-small directional arrows for movement rather than having them be a core part of the interface.

-the constant need to click [continue] to cycle through different displays in the the tiny text window rather than using the whole screen when it would be helpful.

-the way all combat commands are in the text buffer rather than buttons, so they’re both small enough to easily misclick and constantly moving their location depending on the active character’s name length and list of available commands.

-the way an entire half of the screen is a party lineup whose main purpose (displaying HP, MP, and status effects) could be done in a tiny fraction of the space, and in fact has been in many subsequent games in the genre.

I have enough fondness for the whole first-person party-based dungeon crawler subgenre that I plan to give it some more time and see if the content is good enough to outweigh the annoyances. But really, what I was hoping for was a game that retained the spirit and positive qualities of those games while still establishing a unique identity of its own and not completely ignoring every idea to occur in the last quarter-century.

It’s a similar reaction to what I had to Pocket Heroes 2, come to think of it. Probably a variation of the uncanny valley – I would happily play a “real” iOS port of HoMM or Bard’s Tale, and I would happily play a game in their genres that is inspired by them but still does its own thing in some ways, but a simple slavish imitation with the serial numbers filed off rubs me the wrong way.

And Kevin, thanks for stopping by, and I hope you stick around. It’s always fun to be able to talk to the people behind games, and I’m glad to hear about all the updates coming.

Hrmmm that does sound pretty frustrating. Bad ui’s are one of the things that will kill a game quick for me. Guess its best to try out the lite version and see if I’ll be able to stand it. Thanks Boojum.