City Conquest is now available in the iOS App Store for HD-capable devices (iPad 2+, iPhone 4+, and iPod Touch 4+)!
It's free to download, and the first 1/3 of the single-player campaign and the multiplayer are included in the free version.
The full game requires a single $4.99 in-app purchase to unlock. No additional downloads or purchases are required past the full-game unlock. No advertising, no in-game currency, no escalating in-app purchases, no shenanigans.
100 achievements, plus an in-game achievements browser with per-category achievement filtering
An in-game help system with extensive gameplay hints and detailed help for all offensive and defensive units and Mothership effects
Resource-collection mechanics with two resource types (gold and crystals)
Territorial control and expansion mechanics
A bewildering variety of mission types, including defense-only (tower defense) missions, offense-only missions, swapping missions, bombardment missions, and combined missions (in which all offensive and
Combined arms tactics, including units that can shield, cloak, and repair other units
Hey all -- hope you'll all join us online; the multiplayer is free to play! Just download it and start a game or join one that's already been opened. I am usually in the lobby from 1-4 PM EST (11-1 PST) daily.
FYI, update 1.102 is now out -- lots of multiplayer fixes and improvements, and it also includes a fix for a resolution bug that a minority of iPhone users were experiencing.
Played it and enjoyed it. Beat all the free levels except for the challenge level, which I had trouble surviving past the first wave haha.
It's a very nice concept, the melding of attack and defense, and I've always been a big fan of tower building. I also enjoyed the whole idea of expanding your territory to capture new resources and slowly destroy enemy buildings.
I had a bit of trouble with distinguishing between when to use certain things, specifically on the offense. I see that there was a blog post about that, though, so maybe I wasn't the only one?
I didn't try multiplayer (no Internet access when I played), so I'll have to try that next time. Overall, I think this was well done though, :^:
Played it and enjoyed it. Beat all the free levels except for the challenge level, which I had trouble surviving past the first wave haha.
It's a very nice concept, the melding of attack and defense, and I've always been a big fan of tower building. I also enjoyed the whole idea of expanding your territory to capture new resources and slowly destroy enemy buildings.
I had a bit of trouble with distinguishing between when to use certain things, specifically on the offense. I see that there was a blog post about that, though, so maybe I wasn't the only one?
Fantastic -- thanks for the feedback, Kime!
There are a few missions specifically designed to teach players the ins and outs of some of the offensive units, but the best thing to do is really to experiment with different combinations of units and see which ones are effective against which types of defenses.
Looks amazing will check it out tonight! Are you happy with using the IAP / free model for your app?
Thanks, Zenfar!
As for the IAP/free model: we probably could have made more money if we'd gone with the full-on monetization model and provided in-game currency or something like that. Our feeling was that we really didn't want to nickel-and-dime people for endless in-app purchases and make them feel like they were being extorted. That may have been the "right thing to do" from an ethical perspective, though not from a business perspective.
There's still the option of adding more IAPs later on down the road (say, additional missions or mission packs), but we haven't made a decision on that yet.
We will eventually drop the price on the full-game unlock to $3.99 as well.
We're finalizing the Android version right now, and we're planning to make that a free download supported by in-game advertising (and no IAP).
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But end-of-semester projects are kind of absorbing any game-time I could possibly have around now, so haven't had a chance to play.
You aren't being ignored, though
3DS Friend Code: 3110-5393-4113
Steam profile
Awesome. Looking forward to your feedback, kime!
It's a very nice concept, the melding of attack and defense, and I've always been a big fan of tower building. I also enjoyed the whole idea of expanding your territory to capture new resources and slowly destroy enemy buildings.
I had a bit of trouble with distinguishing between when to use certain things, specifically on the offense. I see that there was a blog post about that, though, so maybe I wasn't the only one?
I didn't try multiplayer (no Internet access when I played), so I'll have to try that next time. Overall, I think this was well done though, :^:
3DS Friend Code: 3110-5393-4113
Steam profile
Site: Zenfar
Fantastic -- thanks for the feedback, Kime!
There are a few missions specifically designed to teach players the ins and outs of some of the offensive units, but the best thing to do is really to experiment with different combinations of units and see which ones are effective against which types of defenses.
OK, great -- Let us know what you think!
Thanks, Zenfar!
As for the IAP/free model: we probably could have made more money if we'd gone with the full-on monetization model and provided in-game currency or something like that. Our feeling was that we really didn't want to nickel-and-dime people for endless in-app purchases and make them feel like they were being extorted. That may have been the "right thing to do" from an ethical perspective, though not from a business perspective.
There's still the option of adding more IAPs later on down the road (say, additional missions or mission packs), but we haven't made a decision on that yet.
We will eventually drop the price on the full-game unlock to $3.99 as well.
We're finalizing the Android version right now, and we're planning to make that a free download supported by in-game advertising (and no IAP).
Here's a link: http://t.co/LXZuBTwBUJ