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On March 15 2018 03:11 -y0shi- wrote:I remember playing the solo browser demo mode a few years ago after seeing Kolento(?) play it. Was really interesting, kinda forgot about it though and multiplayer looked hard.. Id love a key to check it out, cant afford the game right now
Check your PMs.
Anyone else who's still here, I'm happy to give away free keys to TLers. Just send me a PM. I have lots more!
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I'm quite interested in a key, this seems like it would be a ton of fun to play with my group of friends... but they're a pretty tough sell on new things until they've tried them. Are you from Alberta btw? I noticed the comment about the AI being done by someone who had been in one of the UofA competitions?
Anyways pretty interesting looking game
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holy crap, this game is only out NOW? I remember it was either Day9 or Husky or maybe even TB showcasing this game in its early initial stages years ago.
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PM'ed!
Hope this game does well, played hearthstone for a long while but it's gotten quite stale.
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On March 16 2018 04:22 Drow wrote: Are you from Alberta btw? I noticed the comment about the AI being done by someone who had been in one of the UofA competitions?
Our AI developer was Dave Churchill, who wrote UAlbertaBot and won the 2013 StarCraft AI competition. He's now a prof at Memorial University in Newfoundland. I've never live in Alberta but one of our other devs (David Rhee) is from Edmonton.
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On March 16 2018 12:23 RaiKageRyu wrote: holy crap, this game is only out NOW? I remember it was either Day9 or Husky or maybe even TB showcasing this game in its early initial stages years ago.
As far as I know, none of these guys have ever streamed or showcased Prismata. It was mostly Hearthstone guys during our Kickstarter. But I would love for them to check it out!
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Played the campaign for 45 minutes. Very sleek/fast interface and seems like it will be fun later, but the build up in difficulty is a bit too slow for anyone who has played a card game before. What's the best way for me to accelerate the process?
Edit: Alright, have hit the 7 hour mark. The game is fresh and fun, making you think in a new way. A card game with no RNG or deck-building, which still feels tense, is an impressive achievement. I'm also excited to see where it goes in the future - the devs seem smart and on point.
That said - it has two major problems, which for me will decide if I play in the future.
1: Once you start losing, it feels impossible to turn things around. Now maybe this changes at the higher levels, but right now someone makes 1 error mid-game, and it compounds and they die. If anyone has tips on how to stage comebacks in this game, I'd like to know.
2: The music and art are generic and weak. Music I can just turn off, but the art style, while passable for the base units, looks super messy because everyone has skins from the get go. Maybe they should be disabled by default?
Overall, very interesting game, and I'll be dipping in and out over the early access period. Oh, and the current campaign, while not anything revolutionary, has some fun writing which actually made me laugh out loud - nice one.
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On March 21 2018 23:48 Tal wrote: Once you start losing, it feels impossible to turn things around.
This is intentional. It's sorta like in chess... if you lose your queen, you should probably just resign. We deliberately avoid having "board sweepers" or similar mechanics to pull people back into the game from a lost position. It keeps the struggle genuine, but more importantly, it also prevents those situations which are common in games like League where you get dragged through the mud for 30+ minutes where you have maybe only 2% of a chance to win, but don't want to quit and give up that 2%.
That said, it's often really hard to tell who's ahead in many Prismata games, especially in asymmetric positions and when units with long build times are involved!
On March 21 2018 23:48 Tal wrote: the art style, while passable for the base units, looks super messy because everyone has skins from the get go. Maybe they should be disabled by default?
Where are you encountering a lot of skins as a new player? On ranked you can see them, and some of the casual bots use them. Should we remove them from the casual match bots?
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It looks like a pretty interesting game! would love to try it!
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That's so expensive for a game reliant on multiplayer matchmaking. It looks like just my type of game but without trying it to see how active it is, I can't buy it.
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On March 27 2018 06:14 kaos00 wrote: That's so expensive for a game reliant on multiplayer matchmaking. It looks like just my type of game but without trying it to see how active it is, I can't buy it.
PM me and I'll send you a free key.
The long term plan is for f2p multiplayer and premium single player, we're just doing paid-only early access right now but I'm happy to give away free keys for TLers. ^_^
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Hi!
I saw your post and I would be happy if you could send me a key, and if possible, another key for my brother.
We used to play Hearthstone, and I switched to Gwent because I got tired of the direction HS is going. I still kinda like Gwent (kinda disappointed atm but I still have hopes for it) but I would like to check Prismata out, it is the sort of game we would be interested in, given the design philosophy Prismata appears to have.
Thanks!
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On March 26 2018 03:23 Elyot wrote:Show nested quote +On March 21 2018 23:48 Tal wrote: Once you start losing, it feels impossible to turn things around. This is intentional. It's sorta like in chess... if you lose your queen, you should probably just resign. We deliberately avoid having "board sweepers" or similar mechanics to pull people back into the game from a lost position. It keeps the struggle genuine, but more importantly, it also prevents those situations which are common in games like League where you get dragged through the mud for 30+ minutes where you have maybe only 2% of a chance to win, but don't want to quit and give up that 2%. That said, it's often really hard to tell who's ahead in many Prismata games, especially in asymmetric positions and when units with long build times are involved!
Good to know it's intentional, though in Chess you can lose several pawns or pieces, but still have a fair chance if you keep the position complex and avoid trading off pieces too quickly. All my favourite League (or Starcraft) games were the ones with the great comeback, so maybe I'm not the right target here.
Where are you encountering a lot of skins as a new player? On ranked you can see them, and some of the casual bots use them. Should we remove them from the casual match bots?
Yeah, that would probably help
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Hi Elyot,
you mentioned dropping out of MIT(!) to pursue your dream idea. I'm going to assume you were quite young at that point, probably between 20 and 25. How did you go about making ends meet once you took the decision to commit 100% to prismata?
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I played it for a few days, it is very hard for human players to play this game perfectly. It's a great game for people who like to do a lot of mental math. I'd imagine you can probably design an AI that is unbeatable in the near future.
This game has perfect information with no RNG, which means each game has an optimal sequence resulting in guaranteed victory for one player. With enough time you can probably solve it just like chess. In the long run, the lack of psychological aspects of the game (i.e. bluffing with imperfect information, playing around certain things, etc.) might end up hurting the game's longevity.
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On March 31 2018 20:53 TwiggyWan wrote: Hi Elyot,
you mentioned dropping out of MIT(!) to pursue your dream idea. I'm going to assume you were quite young at that point, probably between 20 and 25. How did you go about making ends meet once you took the decision to commit 100% to prismata?
It was 90% personal savings (from working research assistant and co-op jobs), and 10% poker money. I lived in Waterloo, Ontario with roommates and kept my expenses to a minimum. Have not had a paycheque since summer 2013 but I live very inexpensively, don't own a car, etc.. When you do these types of projects, it's very important that your own personal runway is as long as possible, so you have to cut all the unnecessary expenses from your life. But I had kinda already been living that way for years (hence the savings). I started with maybe 85k in the bank, of which 40k was invested into Lunarch and the rest I lived off of for 4.5 years (and still have quite a bit left!)
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</3 no love for a fellow lurker, I didn't want a key anyways :'(
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I have to say Elyot, congratulations on making it to release! As a sw dev myself, I don't think I could keep motivated for such a long time. Great that you seemed to have kept the project your own for all that time too. Maybe it's interesting to tell your story (like in Indie Game: The Movie) to some kind of media?
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On April 01 2018 01:07 Glacierz wrote: This game has perfect information with no RNG, which means each game has an optimal sequence resulting in guaranteed victory for one player. With enough time you can probably solve it just like chess. In the long run, the lack of psychological aspects of the game (i.e. bluffing with imperfect information, playing around certain things, etc.) might end up hurting the game's longevity.
We were worried about the same thing, but we've had alpha players who've had 3+ years of experience with the game and feel like they're still constantly improving and learning new strategies. To me it feels a bit like the game of go where there's just more and more insights to discover and as you get better at the game, it just expands in breadth and complexity even more. I do think there's a limit, and of course we can also introduce new units and mechanics as needed, but the game itself seems to have a ton of longevity even without us doing so.
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On April 01 2018 07:37 Drow wrote: </3 no love for a fellow lurker, I didn't want a key anyways :'(
Did you send me a PM? I'm pretty sure I gave a key to basically anybody who PMed me asking for one. If I missed you, my apologies, just PM me again.
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