Stately Citizen Journalism

After seeing your post, I tried it on ios last night (where it is free) for a while and enjoyed it and will likely play it some more.

The battles are not especially strategic as they play out on small fields, but it is TBS with cards, which I like. You only get 3 cards per hand per round, so that limits what you can do in a battle, but some cards create allies for you, and they each have their own movement and attack characteristics.

When you defeat enemies, they give you drops, which are health, equipment, cards for your deck, or d20s. Yes, you want to collect d20s, as certain things you try to do require you to roll over a 15 (for example), and the more d20s you put towards that roll, the higher your chances of getting a win. But once you use a die in a roll, itā€™s gone (they are expendables). This is an interesting and unique (to me) system, though you seem pretty limited in how you can acquire dice, and they seem kind of essential.

You level up as normal, and once you reach certain levels, you unlock more heroes to play. You can also buy hero packs to expand your options (this seems like it will be unnecessary for quite a while), which Iā€™m ok with given that this is a free, well-made game (on ios). As advertised, there are no micro transactions or currencies or other nonsense that plague FTP.

Thereā€™s a chapter 1 tutorial too, so it immediately walks you through how things work very smoothly, which I always appreciate. The graphics are perfectly fine and by no means mind blowing in any way, but at least theyā€™re not pixel-art, which Iā€™m real tired of. There is no plot really to speak of, and levels are randomly generated. Several difficulty levels to chose from, and Normal seems perfectly challenging for me ATM.

In all, it does a solid job at what it sets out to do, and Iā€™ve enjoyed it. I would not pay $30 for it in any reality. If the steam version includes the other heroes/expansions, I might pay $10.

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For any Michael Brough fans who havenā€™t seen this already, he opened a BackerKit project today for his next game, a sequel to 868-HACK:

I love the dudeā€™s games and am glad to know thereā€™s another one coming.

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Although I appreciate his game designs and I bought all of his games in the past, I have yet to finish one of them. Itā€™s a general problem of mine, collecting more than actually playing.

Nevertheless, after your post I am going to see which of his games are still available for downloadā€¦ what would you suggest be a good game to start with? I would rather play a game with a specific endpoint, rather than a never ending loop of increasing difficulty. Also I am not blessed with exceptionally high IQ, so a moderate difficulty would be nice.

Out of curiosity, do we know what illness he is suffering from?

Has anyone heard of or tried Dungeon Clawler? It just released on iOS and it mashes up roguelikes (I think deck building?) with claw machines. That sounds bonkers but after the success of Luck Be A Landlord Iā€™m open to innovation within the subgenre.

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Hmm ā€¦ Imbroglio is my favorite Michael Brough game, so Iā€™d suggest starting there. Itā€™s a very deep game, but how much you engage with the depth is up to you, as you can build your own 4x4 board of weapons or simply choose from high-scoring boards other players used. Like many of his games, itā€™s more about trying to improve your high score across multiple runs, but itā€™s possible to win by collecting 256 stars in a single run. And the heroes play differently, so itā€™s fun to figure out which one clicks best for you.

Zaga-33 or 868-HACK are similarly run-based but very different games, so you might try those if Imbroglio doesnā€™t click. Cinco Paus is an excellent game, but having all the text in Portuguese kind of drives me nuts.

No clue what illness heā€™s suffering fromā€“heā€™s said itā€™s chronic but hasnā€™t identified it publicly, as far as I know.

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I saw a few things about Dungeon Clawler when it released. Iā€™m keeping an eye on it as well but havenā€™t taken the plunge yet.

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Thank you very much. Very helpful!!

My favorite of Broughā€™s is Cinco Paus. It takes a while to get to the point where you can finish the five levels which comprise a game, but itā€™s absolutely doable. However, itā€™s structured kind of like a rogue-lite inside another one. Each ā€œgameā€, you start with 5 unknown wands, and play up to five levels. So, in each level, you carry over what youā€™ve learned about your wands, and then, at the end of the game, the wands reset. But you also earn items (eventually)ā€“these carry over into your next game if you survive the fifth level. As you accumulate more items, the enemies get more and more abilities. I spent a long time with a good run being three or four games without dying before those abilities just overwhelmed me. And then, eventually, if you get through 10 (IIRC) games without dying, thatā€™s as far as it goes.

So, if you think of getting to the end as finishing a full game of 5 levels, itā€™s not an easy game, but itā€™s not that hard, either, once you get used to it. The 10-game-streak is extremely challenging; Iā€™ve only done it once, after playing for years, and set the game aside for a while afterward. But, when I was knocked on my ass, emotionally, by the election and some temporary stuff at home, I went back to Cinco Paus, and it was fucking great. If Brough ever reads this, Iā€™d like him to know he helped me through a tough couple days.

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If, like me, you want to enjoy Cinco Paus but donā€™t want to memorize wand/artifact abilities or translate Portuguese, these two blog posts are invaluable:

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Iā€™ve given Dungeon Clawler a go and it is one of those games that doesnā€™t seem like it will work but does. Youā€™re basically filling the claw machine with your abilities and trying to grab them to use them. As you progress in your run you can get new abilities to grab and raise your stats. It really good stupid fun. It is never going to be a tight min/maxer but it fits in that fun ā€œone more runā€ role like Luck Be a Landlord. I havenā€™t gotten very deep into it yet but it has certainly been fun so far. It also has the at same dang real life claw machine mechanic where you just know that that one stupid toy sticking way above the others will be so easy to grab and the machine just laughs at your foolishness, lol.

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Iā€™m right there with you! I saw an early demo and couldnā€™t get that excited about it. I figured it was at least worth a $5 gamble on iOS and now proudly own it on iOS and Steam!

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BrettspilWelt has released Eclipse - Second Dawn for iOS. Iā€™m not sure if itā€™s brand new or if it has just flown under the radar. It does say it has asynchronous multiplayer. $10, which is quite a lot considering how rough around the edges the developerā€™s games tend to be. I donā€™t know the game all that well but I know there are fans of it on this site.

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Been looking forward to this ever since Brettspielwelt picked up V1 from the original publisher (Big Daddyā€™s Creations?) and splashed ā€œComing soonā€ From the screen grabs on the App Store it looks like an updated reskin of the original which if theyā€™ve used the original source code surely you would hope has got to be as workable as the original? Currently sitting at #4 on the App Store in Board Games. Iā€™m so tempted.

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Me too. Itā€™s come back from the dead a couple of times, but still had rough edges in its last incarnation (2022?) Happy to buy it and give it a test game.

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Well I caved straight away and bought this latest version of eclipse because I saw it was now for iPhone as well, when previously it was iPad only.

I have only got part way through the tutorial, but a lot of the UI icons and text are super tiny on iPhone 15 pro max. Some of the smallest I have seen. Likewise some actual ui buttons are needlessly small. It tells me this was not at all optimised for iPhone. Iā€™d guess the original app was just hacked to go onto iPhone (along with the other changes such as second daw rules etc).

Thereā€™s some wierd quirks in the UI as well such as when selecting technologies to view what they do, the information is situated off to the very far left of the screen, seems for no reason. So you have to needlessly run your eyes over to tiny text on the very left for an icon bunched amongst other icons say on the far right. Itā€™s bizarre.

I donā€™t have time right now but will persist a little longer as I really wanted an iPhone native version of this game, but the tiny UI has really turned me off. Iā€™d think it would be ok on iPad.

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The inevitable App Store sales are upon us, but I wanted to highlight the Horrible Guild games because I think they are criminally overlooked. Railroad Ink is one of the best roll and writes on the App Store and has a great online implementation where you play against any selected friends on your own time with the same rolls and compare scores. Dragon Castle is a mahjong-based tile game that I always thought was better than Azul but overshadowed since they released around the same time. Similo is a simple Codenames-esque game (but with pictures) that is great if youā€™re ever somewhere and need to keep your kids busy (like in line at Disney). Evergreen in their newest and is a great little brain-burner where you are growing trees to score points but the sun is moving around the board so your scoring is different each season (sounds a bit like Photosynthesis, but it isnā€™t).

Their apps are clean, look great, and run great. Online was awesome before they had server issues due to their provider and had to change providers. I think everything is up and running again, though I donā€™t know if I can confirm.

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Uhm, any relation?

:stuck_out_tongue_winking_eye:

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Interestingā€¦ Horrible Guild seem also to have released ā€˜Kings Dilemmaā€™. Had anyone tried the app?

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Who am I kidding? Of course I was always going to grab this. Eclipse was the first heavier board game I played back in the day when ā€œ Big Daddyā€ was the dev / publisher. As @SpiceTheCat noted it always had it rough edges but after a few updates was workable if with a few peculiarities. So Iā€™ve only had time so far to run part way through the tutorial and initial thoughts so far is that definitely a reskin based upon the original code with updated visuals and incorporating the new rules (which Iā€™m not familiar with). The tutorial immediately looked familiar:

The amusing (well to me) thing is the colour of the resources has changed in the new version but they forgot to update the colours in the tutorial text to match. Oh well.

Interface wise is similar. The slide outs are still there for the tracks. The ship track has been reworked and like the rest of the game looks so much sweeter.

iPhone wise - on my aging SE2 I wouldnt even think of attempting this. On my IPad(early days) it seems a blast of goodness from the past.

However, Iā€™m only a few minutes into the very familiar tutorial so definitely early days. If I find anything broken once I have a chance to play the AI Iā€™ll post. Likewise Iā€™ve never attempted multi player on any of Brettspielwelt games so have no idea how robust MP is.

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Over than leaderboards, Iā€™m not sure theyā€™ve ever done multiplayer.