"Broswers", "Summery"
Also, why in the name of all that is holy do you put the most accessible platform (aptly named "Broswers" in your flyer) in the third tier? Also, that doesn't even appear in the stretch goals, so it appears that it will never get there.
I know that to publish in HTML5 you don't need to pay a dime, while for iOS you must. I can't, for the life of me, understand it. For a poor working class fool, I'd sure wouldn't target first the platforms that require finantial effort to publish in.
Kudos for the image filled Kickstarter. It's quite painful to browse that gigantic page. Please make it a bit more concise.
For a bit of a laugh, I was right now prototyping a game almost like yours (but not MMO), so I guess I'll just stop it. :p
Hey eyeliner,
Unfortunately we were a bit clumsy running around like headless chickens when we launched and we completely missed those typos (updating the page now). We're also looking into condensing the page, we wanted to make it absolutely clear what the project was about and what people got when they backed.
Regarding the platforms. We plan to release on all the platforms listed on the page and we have stretch goals for each. There is a single stretch goal for Steam(PC/Mac), Browsers, and Ouya together. This is not shown immediately on the page as we want to avoid dumping all of our stretch goals in one go, it makes it psychologically easier for everyone to only focus on what we need to achieve next.
Deciding on which platform to aim for first was a business decision. Our goal was to build a game of this calibre for smartphone/tablet devices first and they are our primary platforms. Porting the game to the other three platforms listed above not only takes longer but requires us to solve UX/Design problems to cater for larger screens. This would also involve rethinking quite a bit of the gameplay mechanics as the way we interact with these devices differs from smaller ones.
For browsers, we hope to deliver a HTML5 implementation built on pure web technologies. We deferred to tackle this later for the reasons listed above.
Thanks again for your comments/insight.
Following.
Never really been a card-gamer, but this might sway me.
How do the numbers on the 4 edges of the cards related to gameplay? Is it a simple top-trumps mechanic or do you have something up your sleeves? The boss battle screenshot looks like it has a tic-tac-toe element too...
Hi oodavid
In Eminence, every card is ranked by four numbers on every edge of a single card. Card battles are quick but very strategic, players essentially have to think several steps ahead and plan their moves from the offset. The objective of the battle is to capture as many of your opponents cards by strategically placing your cards adjacent to theirs where the rank numbers of the two cards will be compared. If yours is greater, then you capture your opponent's card. If they do the same then they'll capture one of yours. This goes back and forth until all spaces on the board have been occupied and the player with the most captured cards/points wins.
There are several rules and we're continuously working on new ones. Players can mix and match rules to govern a game which opens new ways to have challenges. Before a game begins, players will wager how many cards they'll potentially lose or gain up to a maximum of five.
For the story mode, the CBS (Card Battle System) will switch to use the "Gems" rule. As you'll be fighting NPC (enemies, bosses etc), the goal will be to take them down using your Avatar - similarly to fighting enemies from a traditional rpg. The twist is that you'll be using your cards to perform actions.
This rule is the sole rule which governs card battles in the Story mode and it can also be unlocked in PVP battles after reaching a higher rank. The rule converts numbers on cards to gems representing different actions (attack, defend). Your avatars stats will affect things like damage done/taken when performing actions.