Oh, well, now I'm sorry I called it moronic, because obviously past me was a moron. I assume that the printing will be automated to a degree, just to limit any possible hiccups, correct?
Thank you very much for taking the time to come here and give us some answers! It's definitely not something I was expecting. I have to say that in those two posts I thought you addressed my main concerns about the game very well. Your definition of free-to-play looks to be exactly the same as mine (there was some debate on this forum about exactly what free-to-play and pay-to-win really mean) and the system you have in place for "reprinting" cards as stocks run low makes sense. It is also what I expected but from reading the information on the pages above (assuming they haven't been updated since I read them), it wasn't immediately clear to me that this was actually the case. Maybe I was just being a bit slow when I read it but you might want to consider putting some more details up on how print runs would be managed just to make it absolutely obvious that the supply of a certain card will never run out. The gameplay ideas certainly look interesting and, in so far as my limited experience goes, unique. The small amounts that you've said about the world I also find appealing; a post-apocalyptic world that is now relatively peaceful and prosperous isn't very common. The browser-based, no installation required design is another positive. I wish you all the best with your attempts to release the game. Trading and collectibilty is something that I enjoy but is often prohibitively expensive in the real world. I think it would be exciting if you are able to make a virtual free-to-play game with these features. Good luck!
Glad to hear things are cleared up! Actually it's really very useful for us (and for me) to hear that things are not totally clear on our website. We definitely have not presented all our info perfectly and we want to improve that rapidly! Part of being indie is that we don't have a marketing team that can best tell us how to put these together; it's just us and our best attempts. I agree completely that our information isn't always that clear. The funny thing is that it's only after a lot of outreach, and sort of having "practice" at talking to people about our product and ideas (we've gotten a lot of practice at major conventions recently), that I think we are more eloquent in our delivery. So we should rewrite things ... and intend to asap, really. Just so much to do!
I had the same first impression as Assussanni. Partly because people familiar with CCGs expect new editions to lack some of the cards from previous editions.
Okay, I managed to sneak my way into an Alpha playtest today. I have to say, the guys at Started Hare have all the basics covered. It has several flaws, like the annoying pause mechanic,(You have to click to pause an attack in order to block. You look away for a second, too bad. It may be worse because the Alpha has no sound, so no non-visual hints.), the wheel(Just look at the latest Twitch video. They got the right-clicking thing fixed, but it still has room for improvement.) took a little wrestling to get under control and all the art was placeholder, but, all of these flaws? They all have nothing to do with core gameplay which, as I hoped, is very solid and has a great amount of room for variety and depth. Now, we only got to play with 2 decks(Red and Blue) and only one of those was any good(Red. I think they kind of just slapped the blue one together real quick with the cards they had ready for game. Partially because the Red one had a name and the Blue didn't.) but I had a blast with it. All this game needs is polish on the UI and controls.
Chromancer had a 15 field layout instead of 9 field up until about 2 weeks ago when they got feedback from GenCon that gameplay felt too slow. With the larger field the current Blue deck had a better chance to build up to critical mass and simply destroy the red deck. At that time you also could only summon units from your castle, not from all 3 initial banks. So blue strategy was to slap out a field on each end of the 15 wide area, and then make sure your castle as is far as possible from the enemy castle. In the new 9 wide play area, the move capacity of the red Hordeling is possibly a little too much, and certainly prevents slow builds from gaining footing easily.
Okay, the guys are having a 8 PM Eastern twitch streamathon for the last few days of the campaign. Show up if you're interested, ask questions and get stuff. I'll be there, getting all the things.
I don't know honestly it looks interesting but its definitely competing with hex on some level and i don't think it can stand up. That said if the game is good enough it can live on the side for sure so no reason not to make it but I'm very tepid about it.
Just backed it based on what the devs said in this thread. If they actually implement a truly non pay-to-win collectible card game multiplayer as they claim I will be amazed (solforge was a huge disappointment in this regard). I'm not sure it's possible but I love card games so I'm willing to bet on it. Hex, on the other hand, definitely does not have free-to-play multiplayer. The campaign is free to play, but for multiplayer every card will have to be bought in a pack; the game doesn't give you any (as far as I can tell). I see hex as a game for people who have much bigger budgets than what chromancer will hopefully be.
Well, the game just hit full funding on Kickstarter. So anyone who is interested can see the initial product release late winter. Or just hang out over there for a playtest session since many will happen between now and then as they test final changes.
12 month bump! Chromancer is scheduled to head into open beta next month. Since the last post in this thread, a lot has happened so check it out at chromancer.com You can play a demo of the game and see what else is going on. A couple of the devs stream on the Chromancer twitch channel every so often so you can check out some of the more recent vids if you like. Also, there is a competition running at the moment where you can win a $65 slacker backer pack. Check out THIS thread for details!