SotM iPad and Android Prototype First-Look

I like the 3D background. The issue I have is that with the way the background currently is, everything feels isolated and far away from each other. It doesn't feel like a team of heroes is in an epic showdown. It feels kind of like each hero is just taking turns fighting the villain one on one.

This appears very interesting to me.  I would love to see this on my recently purchased Wii U, as it has been stated this year during GDC that the Unity3D engine has been made available for Wii U.  However, given that it requires a devkit, I'm sure this would have an XBox 360 and/or PSVita release well before Wii U, given they can be developed without devkits.

this is a good thought. we are definitely exploring some sort of voting in situations where the players would choose from several options.

stock music from Soundtrack Pro. definitel not final, definitely able to disable in the real game.

I would like to have seen a multiple damaging effect (hero choice), just to see how it plays out.If you're making this "pass and play" how are you handling card draws for others? e.g. Fleet of Foot. Do you have to pass the pad around, while it waits for some sort of OK sign to move on to the next person? Does it just display what each person drew on their turn?There was no effect to show that everybody gained a hit point when Motivational Charge was used (it did happen though), I would like to see both a plus and a minus when people gain or lose HP.I think the discard pile is too far off screen, I would prefered it below the deck as there is screen space available there. With multiple effects that allow you to dig something out of your trash you don't want to spend time trying to select the tiny bit of the screen to look through your trash. Tachyon in particular always wants to know what's in the trash (an automated burst count for her would be awesome!)Can you look at someone else's hand during your turn? I would like to know if Fanatic is going to play End of Days before I play Impromtu Invention!Hmmm, on a similar note, do you get to look at your hand before the first villain turn?Is there any way you can make the HP numbers on the cards change? I don't want to have to look at the cards to see what is out and they look at the top right to see how much HP everything has… wait you did that with the Mobile Defense Platform so it is possible.

most of these fall into the polish area and we have considered many of them. just know that we will keep a note of all of this as we move forward.

I didn't like the fact that you couldn't see all targets in play in the top right summary, if you are going to use that then put everything that has HP on there. I don't want to think I can hit Baron Blade and then find out when I select my power that the MDP wasn't quiet as dead as the previous player thought it was.Also, is there a way to choose a different power if you misclick? (mistouch just sounds wrong)

there isn't yet but we'd likely follow typical touch interaction standards. ie, touching outside of the target list, or on some sort of cancel button would take you back to the "select power" phase.

  The nemesis bonus was not applied when Legacy took a hitBaron Blade's trash read 0s at the start of his second turn, and 2 at the end, it should have read 2 the whole way through (first turn Slash & Burn and a destroyed platform).I also noticed that the text on Pushing the Limits is not up to date (and Sonic Vortex now that I look back at it). EDIT:Don't walk away thinking I was disappointed in it, it looks awesome and will be happy to buy it if/when a multiplatform/multiplayer aspect is added!

While we're not locked to a minimum OS officially (on either iOS or Android), supporting older versions of either is not a stated priority. It will really depend on what features we use and how those are supported by the Unity engine. It's very possible that we'll support older versions, we just cant say how far back at this point.

thanks for the feedback. The trick is that we have to balance the two issues of "feels like a coherent team" with "each character really needs their own dedicated area to spread out" but we'll definitely explore this more. Plus, each environment will probably have it's own feel as well.

once we've had success on tablets, we'll consider the next platform. Unity supports all the next gen consoles so nothing is off limits for now.

It would be awsome if there were some way to view other peoples games, like you could download a "log" so to speak and step through games people have uploaded. That would be really slick

Pretty good stuff. I was a little bit bothered by the speed at which it was playing; animation is fine and all, but sometimes, you just want cards in, cards out, no more fancy-schmancy stuff. Any option for simplified, faster play?

I want to go to there!

Okay, my brain is in giddiness overload now. Tomorrow I'll post actual, hopefully constructive feedback. Today I will just watch the video a few more times before going to work.

Love the work we are seeing in this video.

I have two comments that pull in different directions but I still offer them to be considered.

1. I'd like the digital media to help clarify the text and the action. There have been tons of comments about ways to change the text on the cards with icons, I'm not trying to reignite that. I am saying that as a card does its actions it would be great to have the text highlighted as it happens. i.e. Card says "Draw 2 cards"? Great, then highlight that part while drawing 2 cards. Card does 1 melee damage? Great, then highlight that part as the explosion goes off. And so on.

2. I'd like to see the art on the cards featured more. There could be a way that at times there is a close-up or pan across a picture. This can do a lot to give a sense of motion and life. Look at how it made The Civil War documentary come to life. This version has nice explosions but I think the art in the game can do more.

One extra comment: I'd like to see the damage done give a clearer result in the numbers. Like if AZ does 1 cold damage, then a big frozen "1" is part of the attack graphic, as well as the targets HP being reduced by 1.

Thanks for asking and listening to feedback and I can't wait to play it!

I'll second this. Part of the fun of Sentinels is building up some big attack numbers. Showcase that. When someone pulls off a 20+ damage attack, BOOM! Let them see how awesome they were.

Question: do you plan on having effects actually change the cards? For example, if you have a +1 damage, would the number on the card actually change, or would it stay the same with a +1 modifier somewhere?

We definitely have plans for making these sorts of things more visible. Showing an attack building bigger and bigger as the various effects begin to stack would be great.

this is still a work in progress. the tangled web of effects that can happen can be confusing to keep track of and having a computer that can do it for you makes this a lot easier for sure. The idea of embedding it right in the card text is an interesting one.

We definitely want to do some dynamic things with the cards. The cards you see in the demo video are actually being built up from pieces with art & text resources; they are not just scanned images or anything like that. One simple thing is to actually put in the H values, so you won't ever actually see H show up in the game. We'll be looking for things like that where the digital platform can accomplish useful things not possible on cardboard.

Another case where dynamic cards would be helpful would be for Nightmist, as when the cards check for other card's magic value, the text end up rather akward.  While the text cannot be fixed before taking into account the magic value, it can be simplified after obtaining the magic value.

One simple thing is to actually put in the H values, so you won't ever actually see H show up in the game.

Be careful with that.  Could cause confusion when a card has different values in different games with no obvious explanation.  My first thought would be "I found a bug in the app".

Overlaying a watermarked H with the value would be a simple solution for that.

Or do something like what the MMO's do (thinking Guildwars). Have anything that can (or does) change in a different color.

For example, a card could say:

Deal 2 projectile damage.

But if Imbued Fire was in play, the card could say:

Deal 3 fire damage. -With "3" and "fire" colored red.