The Gold version with all the expansions is $9.99. I’d recommend poking around in the free Mithril Horde version to get a sense for how much detail the game has. If it looks like your bag – basically, if you get a reference to Eye of the Beholder – then you’re probably going to want to spring for the Gold version.

 -Tom

Thanks. I was looking around the store (horrid interface!) and found Warlock of Firetop Mountain (Figthing Fantasy). It may be mentioned earlier in the thread, but I’m a bit excited by the nostalgia factor.

Okay, I tried Quozzle Quest (thanks, Newbrof, for the code), and honestly, I couldn’t figure out what I was supposed to be doing. I know discovery is supposed to be a big part of the game, but you gotta at least get people started… I’d gotten some match 3s, but all of a suddent, there was no longer a checkmark to “submit” the next match. I assume I had some other goal at this point, but I wasn’t sure what it was.

I’ll tackle it again when I’m in an inquisitive mood. :) But for now, it just confuses me, alas! (Even with the 5 hints.)

With all the expansions, The Quest might now be as massive in size as Oblivion.

And for a game with a huge massive world that was created by a small team, there’s a surprising amount of NPC dialog that’s interesting and well-written.

I was also surprised at the variety of ways to solve quests in the game, and how often they branch.

One bug is that if you have a checkmark and add a piece that would invalidate the… line… or whatever the fuck it is… you have to remove the “bad” piece and the piece before it and readd the “good” piece to get the check mark back.

One bug is that if you have a checkmark and add a piece that would invalidate the… line… or whatever the fuck it is… you have to remove the “bad” piece and the piece before it and readd the “good” piece to get the check mark back.

boy, I do not have a clue what you are talking about :-) I think I have different words for the things you were describing… you are talking about the secret side game, right? I assure you, there is no bug in the side game.

what do you mean by “invalidate the line”…?

btw. I am releasing the side game for free with different graphics with some cool music to unlock if you score a single point.

if you want, I could give you 1:1 instructions how to solve the puzzle, than you would think: boy everything is so clear now … PM me

the side game has 2 phases btw. meaning the white line is going from up to down in the first phase. Then the white line is going from up to down for the second phase. Then the cycle repeats. So it is 1-2, 1-2, 1-2

thanks for your feedback… btw. the Quozzle Quest LITE version is out
(the full game limited to 10 minutes of play)…

The side game will be released as: As Slow As Possible: Kennedy
you will understand, why that name…

@adree

now I get it. you are talinkg about the green/white round end-turn button in the main game. You are right, there is a small bug, that it disappears when you do what you wrote… this I noticed… sorry about the confusion.

well, forget about the side game then,right?

I too owe some Quozzle feedback to Newbrof.

Denny, I’m with you, except that you got farther than I. I have no idea what to do at all. None. The couple of tips that pop up don’t help a bit. I don’t know what I’m supposed to do. Are you really supposed to match? What are the butterflies doing there? I’m not sure if you can interact with them or not.

I’ve taken a couple of shots at it and each session finds me wondering if I’m even supposed to drag and drop. After all, if I do, the board more than occasionally flips to show some graphic (the background of the board?) and won’t go back to the game for several seconds.

Color me frustrated. I just don’t appear to get it. Sorry Newbrof. I hope this type of feedback is helpful. A good tutorial/demonstration might be all that is lacking.

Oh, I owe some feedback on RogueShip, thanks for reminding me. :)

I love space games, and will play anything with a spaceship in it. That being said…this game was frustrating to me, sad to say. I had a hard time figuring out how to move from one planet to another, let alone trading. The in-game documentation honestly didn’t help much, so I just clicked around randomly until my ship moved. Once I finally figured out how to move from planet to planet – which isn’t as simple or quick as it could be – I tried trading for a while, and didn’t do badly at it, but didn’t honestly feel a rush of that sense of accomplishment. Mostly because the game was too cumbersome for me to feel any excitement while playing.

If the game was more streamlined – such as being able to click a button and warp to a planet from one screen, or to be able to see the price differences in the markets between the planet you’re on and the planet you have selected for example – I’d probably have more fun. As of right now, the game feels more like a chore. I’m sure, however, with some tweaking and so on, the game can be made much more fun and playable, but right now it just feels rough and plodding.

Tertium Quid, please take this as honest criticism of your game. It has a great premise, but the execution needs to be tweaked to make it more playable, I feel. Thanks for letting me try it, and good luck!

The review is up here. Our hosting provider has been very “special” lately, so I make no promises that this will actually be reachable in the next couple of days. We’re in the process of moving to a new server, after which I hope (please, god, please) things will be better.

I’ve been playing The Quest for a few weeks now. It’s very much Eye of the Beholder but with an overworld and quests to link it all together; more like a cross between Dungeon Master 2 and the Bards Tale games. The quests and books are well-written, often with a wry sense of humour, and most of them can be approached several ways (typically a good/evil choice). I’m enjoying it a lot despite its somewhat archaic presentation at times, and the map could be quite a lot better than it is, but it’s recommended if you like old school single protagonist RPGs. I also appreciate the fact you can exit the game at any time and it’ll save your exact position - pretty much essential really.

There are a few other games like this: Undercroft looks good but I didn’t spend much time with it, Princess Demelza (Dragon Bane) and Dragon Bane II are a bit more primitive, much more like Bards Tale. If you’re after a more immediate Diablo/Torchlight-style of game, Dungeon Hunter looks good from the demo but it’s supposed to be fairly short for its price. Awaiting sale time.

many thanks. Instead of another impression video, I am going to make a new tutorial video. It is not a match-3 game, think of Scrabble with colors instead of letters.

The analogy goes like this.

Colors = Letters
2-Color combo (Deck) = syllable like Black-Orange

Colors and combos build a word. The rare combos give more points (it is random when you start a game). E.g. Black-Orange might be only 2 times on the board, so you buy Black-Orange from the deck for 1 credit.

give me some time, to put up a video. I am really sorry to frustrated you, but I thought the Scrabble-like pieces would be obvious for everyone.

thanks,

p.s it is not Solium Infernum type of complex :-)

Hi Brian,

Thanks a lot for the feedback. The issues you raise are good ones, especially in regards to the interface. I’m aware of them, but it’s always important to hear it from others to really drive home the pain in ways impossible to ignore. :)

That said, I would have solved them in the release but to be honest I wasn’t clever enough to devise an elegant UI solution. I just submitted the 1st update to the App Store (it’s In Review at the moment) focused mainly on a couple of bugs and some new content. The next update, though, concentrates on improving the UI and data presentation, and I think I finally have some effective ideas about the issues you mentioned among others.

Anyway, I really appreciate you taking the time to play and comment on Rogueship. Incidentally, when the update’s approved I’ll get another 50 promo codes. Brian, if you know anybody that might like to try it out I’d be happy to give you some codes to hand out. Likewise for anyone else reading this, PM me and I’d be glad to send out some more codes.

.travis.

Buying the combos lets you use them on the map though right? What exactly determines failure? And are quests meant to persist after death?

The problem you are facing as a player is, that you only have 10 moves to fill up the green XP bar. On the first levels that’s not a big problem, but as you progress levels the XP is filling up slower. What do you do? There are butterfly effects which increase your move counter or clear the board … or you can use the deck combos.

When you play a combo from the deck, you do get a combo letter Q, for the next, U … so: Q-U-O-Z-Z-L-E

when you play with every move one combo or more, you can get the Q-U-O-Z-Z-L-E bonus -> clearing the board and setting your moves to 10.

So the failure rate is at the beginning 0% for every combo. But whenever you use a combo on the board, the failure rate goes up by +2%

Failure means: say you have Q-U-O- spelled, then you play a combo with a failure rate of 20% und you get a failure when playing that combo. You lose the Q-U-O combo (you can hear that)… So you don’t want to use a combo too often, because the failure rate goes up.

The Quests will not be saved. When you turn off and go back to continue your game, the quests are reset. But you might want to exploit that… when you place an color on a butterfly the move is finished, but it will NOT decrease your move counter. That’s great, right?

When you touch a butterfly with your finger, sometimes (50% chance) you get some nice loot like clear a board, increase move counter…

Now how should I explain that all in the game with 20 words, I have no idea :-)

Please don’t apologize. I hope the feedback here is helpful.

Yeah, I think I’m more confused now than I was before. You might want to consider layering in the mechanics one at a time, much like an Advance Wars or Blizzard RTS does. That’ll give you time to explain it without bombarding folks with instructions.

I haven’t played the game but I feel that way too. It seems like staggering the introduction of mechanics with an explanation for each would be useful.

Wendelius

@wndelius.

I have like 6-7 tutorial screen, they get shown when appropriate e.g. invalid move made -> explanation

so I will expand a bit here adding some screens for butterflies, decks, failure rate, Q-U-O-Z-Z-L-E and so on… after the rules are learned, the tutorial can be switched of permanently…

thanks for pushing me in that direction :-)

now I know, why Solium Infernium is so tough. The Designer/Programmer did the same. Let the people fight with the learning curve, discover the rules, learning by doing… but that prevented me to jump into Solium, yet… how ironic ;)

Thanks for planning a tutorial video, newbrof. I think the game has a unique and cool art style and aesthetic, and I’m anxious to figure it out.