Kingturn RPG released on Google play

Kingturn RPG is now exclusively available on Google play.
You should check out the Lite version first, to make sure that everything is running fine on your device.

If you have been enjoying our previous titles Knighturn and Swords & Earrings, you should consider switching to game difficulty ‘Strategist’ from the very beginning (Options menu).

As mentioned in the tutorial, we have introduced a new spawn probability concept that makes winning a scenario easier the more opponents the player defeats. We think this is a really cool concept.

However, if you are a hard core gamer, you can switch the spawn probability to ‘Always 100%’ in the Options menu.
Note, though, that all scenarios have been designed around this new spawn probability concept, and switching it off will increase the difficulty in later scenarios substantially.

Enjoy the game!

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7 Responses to Kingturn RPG released on Google play

  1. niebau says:

    We will add additional scenarios to Kingturn RPG within the next few weeks and months.
    Some of the already existing sub plots will be continued, and several new sub plots will be introduced.
    We are also thinking about a new mini-campaign where you can take over the side of the Grimlogs.
    There will be no additional charge for this content.

    So once you have finished the main campaign, you might want to keep Kingturn RPG still on your phone for a while (you can move the game from the phone memory to an SD card within the Applications menu).

  2. Simon Gauvin says:

    Hi guys,

    I wanted to give you my first impressions. I haven’t completed the game yet (fortunately!) but I just joined the headhunter(?), just so you know what part of the game I have seen so far.

    First, you did a good job with the graphics. It’s a nice improvement over the graphics of the last two games. Sure, it won’t satisfy some people who absolutely want photo realist graphics but it does its purpose pretty well. It’s more lively. The game also runs smoother than Swords & Earrings on my Android 4.0 tablet where it’s a bit lagging.

    I also really like the new classes. The trickster class is pretty fun with its ability to confuse enemies. And the summoner class creates a lot of new strategic possibilities. The warrior class is also more interesting than in the old games and I think it was a good idea that the paladin isn’t the big healing class anymore. It makes much more sense.

    As usual, the game is very stable and offers a lot for the few dollars it costs. The story is fun and it keeps you addicted to the game

    I have, of course, a few suggestions.

    I would change the speed of the worg rider and the speed of the wolf. Its speed and heavy armor makes the Worg rider very powerful. I would slow it down a little (6?). The fastest unit, it could be the wolf that would become more useful than it is at the moment. The wolf could get a speed of 7. And it seems to make a lot of sense that a solo wolf would run faster than a bigger worg with a heavily armoured rider.

    I think it was a good thing to be informed of the new skills your characters gain when they level up. I miss this feature.

    The griffin could have the ability to jump to an unoccupied tile within its range. It’s winged, afterall.

    That’s about it. No real major problem.

    By the way, if you ever need a tester, it might be too late for Kingturn but I would be glad to help you out. So far, I do it mostly in the marketing department :-)

    • niebau says:

      Hi Simon,

      Thanks a lot once more for your most valuable input.
      It’s great to get such detailed feedback early on, so we get an idea which parts are done rather well and where is still some room left for improvements.

      You have a very good point there with your suggested movement speeds for wolf and wolf rider. In the beginning we even had the wolf rider’s movement speed set to 8, but fortunately reconsidered this during one of our playthroughs.
      I agree with you that the wolf rider is probably more powerful than he should be. We will test a couple of scenarios and see how it works out if we set the movement speed to 6.

      We have removed the level up screen because we wanted to interrupt the combat flow as little as possible. What about adding a second line below the floating ‘Level up’ text; something like ‘New skill xyz’?

      I entirely agree with you on the Griffin. The lack of some kind of ‘flying’ capability is quite unsatisfying. I thought about this in the past already, but I always had to discard the idea because my approach was just not compatible with our current game mechanics. But reading your suggestion now gives me an entire new idea how to accomplish this. I will look into this right away …

      Many thanks for your post on RPGWatch, by the way. I was already wondering who the author might have been, until I had your email address right in front of my nose now :) .
      Your offer regarding play testing is very much appreciated and noted :) .

  3. niebau says:

    I’ve made a quick test implementation of ‘flying’ units, and it seems your idea has great potential.
    What I did was to allow griffins (and vampires) to fly to every unoccupied spot in walking distance, thus being able to fly over rivers, trees, and the heads of opponents.

    I’ve been playing then around for some time, and it was incredible fun … and a total game breaker :) .

    - Totally overpowered. Even with a reduced walking range of 4, this is in some scenarios like having a walking range of 12 to 20 (river crossing). In many cases scenario redesign would be probably required
    - Screws the opponent AI. The opponent AI applies several way blocking strategies which are pointless if some units can just fly over their heads
    - This has an impact on many technical aspects of the implementation. One example: So far the order in which units are drawn to the screen doesn’t matter. Now flying units would have to be drawn last, otherwise it looks like they are flying ‘below’ another unit instead of over their head.

    I really love your idea, but I think we cannot do that in Kingturn for the time being :)
    But I would love to implement ‘flying units’ in a sequel where we can carefully plan everything required in advance.

  4. Simon says:

    Hello,

    Thanks a lot for giving it a thought!

    Yes, flying would certainly needs some serious change to the ai. And I would be very careful with giving the ability to the vampire which is already a pretty powerful unit. Perhaps they would have to waste one turn changing to a much weaker bat (and vulnerable and that cannot regenerate) bat and waste one turn changing back to its vampire form. A bit like the amazon have to do to get a magic spear. But yes, scenario would certainly have to be designed with this possibility in mind. Oh well. Juice for the next game ;)

    Yes, the floating ‘new skill :’ below the ‘level up’ is a great idea!

  5. Fernando says:

    Hi, loving the game but the spawn ability for the AI seems broken. Ive played games where the percentage is anywhere from 20 to 10% and they are still able to spawn 3-5 units per turn. In fact the last game i played i had the AI down to 2% and they could still spawn 3 units!!

    So far i have not seen it any easier than Knighturn.

    • niebau says:

      Hello Fernando, Thanks a lot for your comment.
      We will check the spawn probability thoroughly again, but I’m quite positive that it is working as designed.

      When it comes to random numbers you have to keep two things in mind:
      1) Random numbers generated by a machine are not really that random but are just an approximation of the underlying distribution curve.
      2) If you look at a game like roulette for example, a sequence of 5 times black in a row is not very uncommon, although the chance of this happening is just 0.5^5, so just about 3% (for the benefit of simplicity I’ve neglected the chance of the green 0 in this calculation).

      The main idea of the spawn probability concept was not to make the game much easier, by the way, but to avoid deadlock situations (neither the player nor the opponent can win).
      Especially in later scenarios where you defeat several enemies each turn (e.g. with the mage skill thunderstorm), a lowered spawn probability should result in 1 or 2 less opponents on the battlefield now and then.
      And from my point of view, even 1 opponent more or less can make a huge difference when it comes to winning or losing a scenario.

      Did you switch the game difficulty to ‘Strategist’ or do you use the default difficulty ‘Normal’?
      If you play on ‘Strategy’ difficulty, then the game should be indeed as challenging as Knighturn.
      For Kingturn we have slightly increased the scenario difficulty in order to make up for the impact of the spawn probability.

      Anyway, reading your numbers it sounds indeed like you have been quite ‘unlucky’ with the spawn chance in several scenarios.
      But this should even out on the long run, and I would be surprised if you didn’t see an impact of the spawn probability once you have finished the game.
      Looking forward to hear from you again.

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