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iOS Board Games

Among the best things in life is playing printed games in person with family and close friends. When those are not convenient we like iOS Board Games. News, reviews, previews, and opinions about board gaming on iPhones, iPads, iPods and even Android devices. (iPhone board games, iPad board games, iPod board games, Android board games)
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B&G iOS Review: Puerto Rico HD

Brad Cummings
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The Stats:
Compatibility: iPad.
Current Price: $7.99
Developer/Publisher: Codito/Ravensburger
Version: 1.0
Size: 16 MB
Multiplayer: Pass & Play, Online Realtime
AI: Yes
Itunes link: http://itunes.apple.com/app/puerto-rico-hd/id438437326


Introduction:

Andreas Seyfarth's Puerto Rico was the number one game on Board Game Geek for many years. It is a pure Euro game and fits almost every definition of that genre (there is to my knowledge, only one random element in the game). It combines mechanics of role selection and variable phase order to create a streamlined engine building game. There are many excellent reviews and overviews of the game rules on Board Game Geek and so I will not belabor the point here.

For the release of Puerto Rico on iOS, we have had the opportunity to receive the game early and give you an accurate review in advance. I am relatively new to the hobby and have yet to play the print version of Puerto Rico. Because of this, I asked Gabe to join me in another joint review. We have broken the review into specific topic headings, with a discussion on each. I hope you enjoy the format and the information.

AI and the Single Player Experience:
 
Gabe: Having played the physical version number of times, I think it does a great job and does not disappoint. The action and pacing of the game feels very right to me.
There are 7 different AIs (2 easy, 3 medium, 2 hard) to play against and I have yet to see any one of them pull any stupid stunts. But then I'm not a hardcore Puerto Rico expert. I know we have some of those on BGG.

Brad: As a new player to this game I agree with you. I still get beat occasionally by the simple AI players but I feel like I can see their strategies. This helps me learn and, hopefully, improve. Also the AI plays very quickly and the pacing is spot on, like you said.
 
Gabe: What strategies have you seen them employ against you?

Brad: I guess just the basic strategy of choosing Captain after I chose Craftsman for example, forcing me to discard many of the goods I just collected. And so I began to think more closely about what my role choice would encourage the following opponents to do. I feel like single player is the real strength of this app. It is great for playing alone while commuting or for practicing and honing your skills. When I play this in real life I will be ready, haha.
 
Gabe: I really like the hint feature. If you click the ? icon in game it will tell you what it thinks you should do. It's like having one additional AI in the game that you can choose to listen to or not.
 
Brad: I wonder if it ever misleads you (i.e. a Cylon)?

Gabe: I usually like to click it just to see what it is going to say. Feels reminiscent of the rampant table talk in the print version where everybody wants to help you take your turn, which I hate.
 
Multiplayer on one Device
 
Brad: My initial reaction after playing Puerto Rico is one of wonder at the amount of information present on the screen. For example the building name text is exceptionally small. This could be a challenge in tablet play, but if you are familiar with all the buildings and actions then it should not be a problem. Also there are many features to aid in pass and play or tablet play. You are able to mix AI and human players. Also in the game set up screen you can change the automatic orientation by clicking the Arrow next to the players name. So on their turn it will automatically reorient everything in the game to their position (you only have the choice of the landscape sides of the device). Also the fact the their is mostly no hidden information (except for victory points) in Puerto Rico makes it a perfect tablet play game.
 
Gabe: Multiplayer on one device is very good. Multiple people can sit in front of the tablet or on either side and it's easy to see when to take a turn. The only bad thing I see is that if sitting side by side your opponent might see your victory points when they appear quickly at turn change. They are meant to be hidden. Though certainly there are people who play with them open and prefer it that way, I tend to think that open scoring slows down a game due to all of the calculating and recalculating that hardcore gamers tend to do.
 
Brad: Does that mostly effect just the final turns?

Gabe: I think it could affect the mid-game too because like in many Euros, PR has an early "build your engine" phase followed by a mid game where you start to kick your machine into gear. So seeing somebody start to accumulate VPs when they formerly had none could be a clear sign. It seems like this could be easily fixed in the UI by simply making the VP only appear when a player touches it with a simple popup for the players VP. But really, accidentally seeing your opponent's score can be easily avoided with a little discipline or simply sitting on opposite sides of the iPad. I don't want to make too big a deal out of it since it's pretty minor.
 
Brad: Right, so far the local play is great.
  
Online Multiplayer
 
Gabe: Well, the first thing, is that it uses Game Center and can support from 2-5 players. That's better than advertised on the print version box. There is, however, a well known 2-player variant that is well regarded. When you pick your players in Game Center, that process does not use the app's normal multiplayer set up. This seems like a big departure from what we've come to expect from Codito games. The downside to this is that ONLY humans get to play with each other. This is fine if you want only humans, but it doesn't give you the option for a smaller group of online players to mix in the AI if they want it.
 
Brad: Well technically when one of your players leaves, they can be replaced by an AI, but yes, you can't set it up that way.

Gabe: Good point. I'm really glad that a player would be replaced by AI if somebody drops out. That's much better than a game simply stopping, as we've seen with at least one other recently released app.

Brad: I think the move to Game Center ensures that games are very stable. The game we played worked well and was fast. It was clear to see whose turn it was. The only downside to Game Center is that it does not support async, so hopping into a game may prove challenging. However, the system is still great for playing preplanned games with friends from around the globe. Perhaps async will show up with iOS 5?

Gabe: Perhaps. And I will be very eager to see if iOS5 brings async goodness so at the very least I can pause a game halfway through and come back to it later. That said, I know there will be people upset that it doesn't have async, especially since Codito said it would. But on the other hand there is plenty of good gaming in this app. I haven't tried random matchmaking yet, but I hope there will be many opportunities when the app is released.

Brad: Very true. Perhaps we want to touch on achievements real quick. I personally am not sure if there are any... I know there is an ELO leaderboard.

Gabe: I didn't see any achievements. Would be cool though. Achievements are a great way to point out different strategies to new players. Yeah, the app does have local ELO rankings in its Stats option and would appear to keep track of any local humans, online humans, and the AI's history. Pretty cool.

Graphic Design:

Brad: I actually have less to say on this than the others. I think that everything is well done and clear. It has the right tone for this type of game. I am really happy to see the board game logo in the app icon and the splash page.

Gabe: Oh man! Right from the opening screen you get the actual art from the print box cover, complete with the Ravensburger corner logo. I mean its nothing, right? Oh, but it's everything! And even the app icon is the actual game title logo and colors. It fills me with admiration, and dare I say, nostalgia! And then the game uses the same colors from the game and the same font too. These things are important! They were initially chosen for a reason and while they are obviously not the main reason that this game spent years and years as the number one game on BGG, they are no doubt important to the overall look and feel of the game and add quite a bit enjoyment on their own.

And then there are the in-game graphics. Codito made some subtle but important changes from the initial screenshots in early development where they actually tried to represent game pieces and colonists with colored discs. That stuff is completely foreign to the print version. Thankfully, what we get in the final version of the app is more subtle but a lot better.

Brad: I agree on all points, and I am happy to see that the Windows 95 matte backgrounds have been replaced with interesting and fitting backdrops. I also agree with you that they chose great symbology, the goods and colonists are easy to determine.


Early screenshot. Yuck!
 
Gabe: The backdrops look like they were inspired directly from the print game player boards, a good thing. The role icons are the EXACT pictures from the print board game. Very nice drawing-style symbology. The main differences are the buildings and plantations which I think we should address in UI.
  
User Interface:

Gabe: Early on Codito has these horrible playing pieces in their UI. just blaring colored discs that just looked all wrong. They were foreign to anybody who had ever played the game. Ultimately, however, they used some very subtle and small icons for resources and colonists are not represented as discs (as they are in the print game and early screeshots) but as lit up doorways when they are placed into buildings or animated once into fully developed plantation pieces when they are added to or removed from the plantation. I think this is a master-stroke of UI in the game play.

Brad: The animation is kind of fun as well, on the plantations
 
Gabe: Very well done. And when you put colonists in the buildings they light up and the chimneys belch light smoke. really cool. And yet they are subtle enough to fade into the background until you need to know about or observe them, then they are just right there when you need them. But by the same token I think these intentionally subtle choices could cause problems on a smaller screen like the iPhone/iPod where they would be even smaller.


Release screenshot. Yay!

Brad: I agree, I have heard that Codito plans to bring the game to smaller devices, but I agree that it will require a lot of change in the play experience. Another important part of UI for me is the easy access of information. Puerto Rico is a complicated game and it takes a while to learn the functions of all the roles and buildings. Luckily, Codito has included a question mark symbol that can be dragged and dropped over almost any icon or game player area and an explanation will immediately pop up. Also for the roles and buildings you can temporarily extend the view in a drawer-like fashion and a list will appear explaining the function of each building or role. I found this very useful as a new player, as many of the buildings look similar.

Gabe: I'm glad you mentioned the help icon. Very useful, even for an experienced player trying to get used to the app. It's the first time I've seen anybody use drag and drop that way. In an app.
 
Brad: I also agree with you that symbology of the goods is well done, with both a color and a symbol it was easy to recognize what I was getting.

Gabe: But yeah the buildings. They do kind of look similar, but again there are some subtle differences that are actually pretty easy to get used to. In truth, almost all of the buildings have some kind of small distinguishing icon or characteristic that can serve as a shorthand for identifying them quickly (the only real exceptions being the Hospice and the Hacienda, but that's just a measly two out of nearly a dozen different and mostly distinguished buildings). After a while I began appreciating the more subtle design even if it's not so easy to get at first. Things get crowded quickly in San Juan! Which by the way is where I think people got their ideas about what the buildings SHOULD look like. The print game of PR doesn't even have pictures for buildings!


Roles, buildings, and buildings extended to show building descriptions.

Brad: Interesting. I have played San Juan and that is an interesting note.

Gabe: Finally, for as well as it plays, the board does seem just slightly cramped at times, I think they missed an opportunity to offer a portrait orientation in addition to the landscape orientation. It would have been some high polish to see! Perhaps in version 1.1?

Comparison to the Print Version:

Gabe: As for an overall comparison to the print game I think the app compares very well. From graphics, to symbology, to buildings as well. It in fact improves against the print in the building dept. One big advantage the app has over the print version is that you can clearly and very easily see what every player is doing in one place by a mere glance. Not so with the print version where every player has their own player board in front of them at some distance away from you. For a strategy game of PR's caliber, being able to consider all points of information at once is very important!
 
Brad: Just curious, would you ever play the app instead of the print version?
 
Gabe:I'd probably go with the print because of the player boards and the physical logistics of sitting at a table. But on the other hand, if I were in a car, on a plane, on a boat (with my swim trunks and my flippy floppies), in a restaurant, or pretty much anywhere where Sam I Am does not like his green eggs and ham, I'd go app all the way.

Extra Features:




Brad: Right, that makes sense. So I think there are a few small cool features we should mention. For example the app offers support for I think 5 languages. Also you mentioned something about sounds?
 
Gabe: Hell yes. Primo! 5-language support is no small thing! Yeah, I like the sounds. Which, by the way can be turned off too. The app's got LOADS of options. Let's also mention the Tutorial, Rules, and Almanac.

Brad: Oh right, I forgot to touch on those earlier. The tutorial is amazing.
 
Gabe: Indeed. Really great tutorial! It's a whole game, just shortened enough for a start, mid-game, and end-game setup. It even points out some basic strategy tips.

Brad: I agree. And the written rules as well as the almanac compliment the tutorial while giving an in-depth explanation of every item in the game. It will give players that greater level of understanding they will desire.

Gabe: Or just when they need to refer back to the rules once in a while. My only beef, and its minor, is that there is an awful lot of white space in the almanac that they could have used up to depict the buildings in larger size. But that's just a trifling quibble.

Final thoughts:

Brad: I think that Codito has really proven (and perhaps vindicated?) themselves this time around. Yes, the online play is still not the greatest around, but they have pursued a more stable method. The game has tons of features and really is fun to play. Puerto Rico can stand with many other great iOS apps. It takes a complicated game and manages to present it satisfactorily on iOS. It is a fun game to play and can act as both a tutor and a play space for one of the most popular games on BGG. I would give it an 8.5 out of 10.

Gabe: I agree. This is a really solid effort for a fairly complex game. Rather than get in the way of playing the game, the app enhances the play of the game in new ways. The graphic design combined with the UI make it a joy to watch and play the game. It is among the best of Codito's releases, if not THE best. I've never given any app a 10 because it would need to have the FULL feature package and then some to attain a perfect score. The best I've given are 9s and those have full feature sets. So without a full feature set I've got to give this game a very solid 8.5 as well. I'd say it's right up there with the biggies and could even be the best come Fall 2011. Let's hope!

Rating: 3/4 Good
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117 Comments
Subscribe sub options Wed Aug 3, 2011 5:48 pm
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Soylent Green
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I saw this on the NZ listing:

"+++ For a short period only: Get Puerto Rico for a special launch-price of just $ 7.99 and save $ 2 off the regular price. +++"

That mean we can expect whenever it gets populated to the US store we might see 2 bucks off?

EDIT! - Oh - and thank you for the very detailed review. I have only played the table top version twice - and get frustrated that we played like 6 months apart and I never got the opportunity to get into/appreciate the strategy. Can't wait to play a lot and be finally ready for the next time!
 
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  • Edited Wed Aug 3, 2011 6:00 pm
  • Posted Wed Aug 3, 2011 5:58 pm
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mark coomey
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Great review. Am from NZ so the $2 price reduction might just sell it to me. Although I have just bought Ghost stories! See how your articles sell games? You should be getting a cut.

wiz
 
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  • Posted Wed Aug 3, 2011 6:12 pm
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Steven
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Does the app allow you to tweak the 2-player variant, or are you required to play the "official" 2-player variant only?

I still don't see how you can tell which buildings do what, but I am more than willing to give this a try!
 
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  • Posted Wed Aug 3, 2011 6:34 pm
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Matt Sommer
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I've been pretty happy with gaming on my iPhone 4, but now I'm really thinking I am going to have to pick up an iPad! Too many board games are coming out iPad only. Definitely would love a chance to be able to learn and play this classic game.

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  • Posted Wed Aug 3, 2011 6:35 pm
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The Gray Dog Passes Go
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Good job, Siskel. You too, Ebert.

But, man ... $10? American money? I freely admit I've become spoiled by the App Store's "race to the bottom" pricing, but still. Not counting one super-app that I use for work, I'm not sure I've ever paid $9.99 for an app.

A quick note: I guess we don't know for sure, but it seems like iOS 5 will support asynch in GC. That's certainly the impression a lot of people got from the Apple event. Of course, a lot can change between a product announcement and a product release, so we'll see. Either way, it's good to see Codito abandon OpenFail.
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  • Posted Wed Aug 3, 2011 6:43 pm
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Gabe Alvaro
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celiborn wrote:
Does the app allow you to tweak the 2-player variant, or are you required to play the "official" 2-player variant only?

I had not realized that the 2-player variant I was familiar with was the "official" 2-player variant. The app does play the official 2-player variant. There are no options to tweak it.
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  • Edited Wed Aug 3, 2011 7:33 pm
  • Posted Wed Aug 3, 2011 6:57 pm
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Lee Stanford
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CaptainCosmic wrote:
Good job, Siskel. You too, Ebert.

But, man ... $10? American money? I freely admit I've become spoiled by the App Store's "race to the bottom" pricing, but still. Not counting one super-app that I use for work, I'm not sure I've ever paid $9.99 for an app.


To me, $9.99 is a steal - it's less than 1/3 the cost of the printed version ($33.23 on Amazon right now). Also more portable, playable solo (against AI) and significantly faster to setup and play.

I'll be buying at 11:01 EDT tonight.
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  • Posted Wed Aug 3, 2011 7:17 pm
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S K
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Looking forward to this one. ^^

robot
 
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  • Posted Wed Aug 3, 2011 7:32 pm
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Byron Rocher
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i too will be buying it, as i have the pc version and it was 9.99 as well ---- gotta play puerto rico and gotta show the uninitiated the great game as well
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  • Posted Wed Aug 3, 2011 7:38 pm
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The Gray Dog Passes Go
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SoylentRed wrote:
That mean we can expect whenever it gets populated to the US store we might see 2 bucks off?

Yes, Ravensburger just confirmed this over at TA.
 
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  • Posted Wed Aug 3, 2011 7:55 pm
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Dr. Awkward
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Any word on whether the official expansion buildings will ever be available?
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  • Posted Wed Aug 3, 2011 8:37 pm
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Alan Newman
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7:20 to go. In 7:25, I will be online ready to play.
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  • Posted Wed Aug 3, 2011 8:41 pm
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Louise McCully
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Now I'm really confused.. This is the first time I've seen a non-New Zealander quote NZD first and USD second. Is it cause we are ahead of the world?

Please note I am definitely not complaining laugh
 
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  • Posted Wed Aug 3, 2011 8:47 pm
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Gabe Alvaro
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rhianna_ wrote:
Now I'm really confused.. This is the first time I've seen a non-New Zealander quote NZD first and USD second. Is it cause we are ahead of the world?

That's the only info we had at time of posting. Yes, you are ahead of the world. How's the view?
 
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  • Posted Wed Aug 3, 2011 8:49 pm
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Steven
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CaptainCosmic wrote:
But, man ... $10? American money? I freely admit I've become spoiled by the App Store's "race to the bottom" pricing, but still. Not counting one super-app that I use for work, I'm not sure I've ever paid $9.99 for an app.

I just bought a burrito for $9. It was pretty damn tasty. But it lasted only 20 minutes.

$10 for Puerto Rico is a steal.
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  • Posted Wed Aug 3, 2011 8:54 pm
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Max Maloney
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I wouldn't pay $10 for it. It may be a good price compared to the board game, but it's still far, far more than most comparable iOS apps. I paid $6 for Ghost Stories only because it's one of my all-time favorite games. I haven't bought the Days of Wonder games because they're over $5.

I wouldn't blame someone for paying $10, but there are a lot of iOS consumers who will steadfastly refuse to buy any app at that price.
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  • Posted Wed Aug 3, 2011 9:10 pm
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The Gray Dog Passes Go
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celiborn wrote:
I just bought a burrito for $9. It was pretty damn tasty. But it lasted only 20 minutes.

Yes, yes, the old "fast food vs. app pricing" argument. Heard it at least 6 billion times, beginning with the day the App Store opened for business. Yawn.

It's irrelevant, though, as it attempts to compare apples (yuk-yuk) to oranges. If I buy $10 worth of food I like, I'm getting some value (namely, food I like). Even if the meal is undercooked or whatever, I'm getting some calories, which I need, literally, to survive. There's value there.

If I spend $10 on an app that sucks, I'm out $10. The app gets deleted and never used again. I've received nothing of value.

Setting that aside, though, it's important to note that I never mentioned "value" or "worth" in my post, nor did I say I wouldn't be buying the app**. Read it again; those thoughts are simply not there. I did bring up App Store pricing ... and, for better or worse, $9.99 is considered a premium price for a game. There's simply no arguing that point; the data, both current and historic, is right there in front of us.

I also brought up my personal experience: again, with one exception, I've never paid more than $7.99 for an app. I've been using the App Store since the first hour it opened, and I've got more than 300 apps, according to iTunes. So when I see $9.99 for a boardgame, I'm going to take notice. If that offends the PR fans ... well, I'll try to get over it.

**Although I probably won't. Not until I'm convinced that the disaster of Tikal hasn't been repeated, anyway.
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  • Posted Wed Aug 3, 2011 9:31 pm
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Kevin Seachrist
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Dormammu wrote:
I wouldn't pay $10 for it. It may be a good price compared to the board game, but it's still far, far more than most comparable iOS apps. I paid $6 for Ghost Stories only because it's one of my all-time favorite games. I haven't bought the Days of Wonder games because they're over $5.

I wouldn't blame someone for paying $10, but there are a lot of iOS consumers who will steadfastly refuse to buy any app at that price.


The other games aren't Puerto Rico.

There's a reason it was the top of the BGG heap for so long. It's the board game equivalent of putting Mass Effect or Halo on the iPad.

The UI polish the game seems to have plus a more than competitive AI indicate a large amount of developer time went into the game, and those developers need money just like the rest of us.

I bought a $600 iPad primarily to play board game conversions on a tablet, so $10 for a Godzilla-league entry into that genre is a steal.
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  • Edited Wed Aug 3, 2011 9:43 pm
  • Posted Wed Aug 3, 2011 9:42 pm
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Kevin Seachrist
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CaptainCosmic wrote:
I also brought up my personal experience: again, with one exception, I've never paid more than $7.99 for an app. I've been using the App Store since the first hour it opened, and I've got more than 300 apps, according to iTunes. So when I see $9.99 for a boardgame, I'm going to take notice. If that offends the PR fans ... well, I'll try to get over it.


Suit yourself, friend. While you're getting over it, I'll play Puerto Rico on my iPad. It really is that simple.

I should mention also that it's one of my four or five favorite boardgames, but sadly it almost never sees play in our regular Friday gaming. Some folks are put off by the complexity and want something lighter. Some want something shorter in length. Several of us love it, but others in attendance on a given night don't, and for whatever reason it's not practical to run separate games that night...and so it doesn't hit the table much.

So being able to play it on my couch at the end of a crappy workday, perhaps with one or two of the other fans in our gaming group via Game Center? You betcha it's worth $10.

(Am I a bit irked to have to pay that much? Yes and no. I think the issue is more about other games being ridiculously underpriced so a person like yourself is happy to buy 300 games for a buck but not 30 games for $10 each--how many of the 300 do you still play? It's a rhetorical question, we've threadcrapped this review enough)
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  • Posted Wed Aug 3, 2011 9:57 pm
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Doug Adams
Australia
Oakleigh
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I just played it three player vs AI. Pretty confused for the first half, very impressed in the second half, once I worked out where and what the information was. They have crammed a lot of stuff onto the screen, so be prepared to squint at your iPad. Love the little lights in the doorways to show a colonist is in residence. Thumbs up after one play.

Great review too.
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  • Posted Wed Aug 3, 2011 10:34 pm
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Paul Beasi
United States
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$10 for Puerto Rico doesn't seem outrageous to me. I can't imagine it was easy to recreate the board game for the iPad and build an AI, nor was the license cheap. They have to recoup their costs, and unlike Angry Birds it's just not going to sell millions and millions of copies. It's the same reason why "generic Hasbro game" is $15 and "complex Euro game" is $40.

So the early adopters (like me) will buy the game at its launch price to support the company (or our own addictions) and then the rest can wait until it goes on sale before Christmas or something.

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  • Posted Wed Aug 3, 2011 10:35 pm
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Jeff Gluck
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Los Angeles
California
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I would pay $10 just to support Codito. I've already spent thousands of dollars on games that I don't get to play as much as I would like - it's nice to see a well-intentioned company producing some of the best games on an electronic platform. I don't own an iPad, but as soon as the game is released for an iPhone I'm buying it. Yay!
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  • Posted Wed Aug 3, 2011 10:53 pm
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Scott Burns

Centennial
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I'm going to pick this up, because I both want to play it, and that I want to support board games on the iPad. And if you think you'll play it twenty hours, is your enjoyment worth 50 cents an hour?
 
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  • Posted Wed Aug 3, 2011 10:54 pm
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Tim
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Thanks for the review guys. Many hours of work in there.
Keep it up. Fantastic job.
 
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  • Posted Wed Aug 3, 2011 10:59 pm
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Lee Shelton

Charlotte
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When will this be on the US App Store?
 
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  • Posted Wed Aug 3, 2011 11:16 pm
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Steve
United States

California
For a good game I'd call $10 a good deal. If it's a bad game, yes, paying money for it is a bad deal. That's why I'm in favor of free demos and reading reviews.

At $10 I think Carcassonne is the most expensive app on my iPad and it was worth it. I've sunk many enjoyable hours into Ticket to Ride and the latest Catan on that thing as well.

Unless you're doing Plants vs. Zombies or Angry Birds kind of volume I don't see 99 cents as a fair price for a game that you'll spend any kind of time with.

Anyway, I hope there's a demo of Puerto Rico. I've actually never played it, but would like to try it for free. If I could and liked it they get ten of my dollars.
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  • Edited Wed Aug 3, 2011 11:36 pm
  • Posted Wed Aug 3, 2011 11:35 pm
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Terry Bailey Sr.
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Very very disappointed. I was so looking forward to this on my iPhone. Alas iPad only.
 
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  • Posted Wed Aug 3, 2011 11:46 pm
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Gabe Alvaro
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Skyjack wrote:
Very very disappointed. I was so looking forward to this on my iPhone. Alas iPad only.

Codito was pretty clear back in December that release would be iPad first. Then later in April they reconfirmed directly and mentioned iPhone compatibility within a release or two after launch.
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  • Posted Wed Aug 3, 2011 11:51 pm
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Sean Gregory
United States
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I enjoy your reviews and try to buy a iOS game each month for the iPad. I have always wanted to play Puerto Rico and this is my chance.

I know that the price point for apps is in the "impulse" range and I appreciate that this game is going to cost three times what many apps do, but I think the ($9!) burrito comment makes a good point.

Civilians often balk at the price tags of some of my board games ("$50!") until I remind them how often they are likely to entertain me over their lifetime. I bought Small World for $7. Does that come 4 cents/play? In just 4 months?

Puerto Rico is supposed to be the Citizen Kane of board games. At $10, I am ready.
 
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  • Posted Thu Aug 4, 2011 12:21 am
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Robin
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I'm on the fence with this price. Had the board game years ago, but we sold it fairly quickly after not being all that impressed with it. Maybe didn't give it enough time, so that's why I'm debating to give it another shot on Ipad. But $10 for an app is beyond my game risk range for a title that I wasn't so thrilled with in the first place. $4.99, I'd probably get it day one, but I think I'll wait.

Sure, it's cheaper to buy IOS games than the board versions, but it still adds up. I regret spending $5 on Carcassonne, $8 on Small World, and $8 on Ticket to ride. None of these games got played more than a couple times. That was basically $20 out the window. I admit my wife liked TTR more than I did though, mainly because it required virtually no thinking.I found all these titles really overated, even though they were adapted very well.

ghost stories was actually one of the only recent purchases that I really enjoyed and felt I got my money's worth after only playing it for 3 days.

Also, Codito's update for Tikal that just came out today is a major fail, and that makes me hesitant to invest in them again.There were no improvements that I could find. It actually made everything worse. I had no problems with it before, but now it takes forever to undo a turn (a minute!), delays after hitting the checkmark, crashes, vehicles that can't be selected, long loading screens. Worse in almost every way possible. What exactly did they fix?


 
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  • Edited Thu Aug 4, 2011 1:39 am
  • Posted Thu Aug 4, 2011 1:39 am
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Carl Johan Ragnarsson
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Available in Swedish store now. Maybe everywhere. I am in China right now, and haven't been out much for a boardgaming fix lately, so it's an instant buy for me

And my girlfriend has probably played at least 50 games of TtR, and another 20 of Carcassonne. I have probably played 50-100 games of Smallworld myself. Definitely good value for money on those.

For me, Neuroshima Hex is the only one of the "big" releases I have bought and kind of regretted.
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  • Posted Thu Aug 4, 2011 2:19 am
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Jaden


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It looks like this adaptation is well done.

I care about the replayable value and the art work. If they can meet my expectation, $10 will not be a problem.
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  • Posted Thu Aug 4, 2011 3:06 am
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Christopher Taylor-Davies
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London
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One nasty wee bug I have found is that if you select a foreign language there is no way to revert to Englush. oops.
 
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  • Posted Thu Aug 4, 2011 3:32 am
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Soylent Green
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nlshelton wrote:
When will this be on the US App Store?


Now!
 
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  • Posted Thu Aug 4, 2011 4:38 am
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Lee Stanford
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Cambridge
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Purchased it and played my first game. Beat the two easiest AI by a single point after making some pretty dumb moves. Game works great, it's fast and the interface, while not the most beautiful thing, is very usable. About 1/2 way through first game I figured out what all the buttons did (didn't have the patience for the tutorial) and was zipping through the interface.

Highly recommended if you've already played and enjoy Puerto Rico. If you've never played you're going to be lost for a while (just like the printed version). Take the time to learn it, PR is a great strategy game.

P.S. It's on sale for $7.99 right now, so I'd suggest grabbing it before the price goes up.

P.P.S. Here's a direct link to the US version, sometimes new games take a while to show up in the search database:

http://click.linksynergy.com/fs-bin/stat?id=Smq3RC8yf5I&offe...
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  • Posted Thu Aug 4, 2011 4:52 am
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Tater Salad
United States

Indiana
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Game crashed while calculating VPs on the first game. Not impressed with my purchase so far.
 
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  • Posted Thu Aug 4, 2011 4:57 am
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Alan Newman
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New York
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Fwiw, "i8yourcard" walked away after 11 turns and I was kept waiting until the game officially abandoned. I hate that. It was obvious I was way ahead but there's no excuse for nor finishing. It doesn't take all that long!
 
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  • Posted Thu Aug 4, 2011 5:59 am
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Sisada Ransibrahmanakul


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very very disappointed by graphic , not a chance my non-gamer friends could give it a try with this look of game.

it not necessary that good game need to be looking good , but hm........ may be carcassonne and ttr just set that bar too high
 
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  • Posted Thu Aug 4, 2011 6:32 am
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Steen
Denmark
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Christo wrote:
One nasty wee bug I have found is that if you select a foreign language there is no way to revert to Englush. oops.
I ran into that one too. And even though I started my first game in german, the spoken language in the intro remained english. It seems that even though this game has gone through more playtesting than any other codito release, it still needs some polish. Perhaps they should try a beta stage or something next time...?
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  • Posted Thu Aug 4, 2011 7:11 am
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Serious? Lee
United States
Fort Worth
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I finished my first play and feel it's a good implementation of the original. I liked the narrative to guide gameplay and the inclusion of the Alea 2-player variant. Also, the historical notes for each character selection at startup just add to the theme. Nicely done, Codito!
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  • Posted Thu Aug 4, 2011 7:43 am
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Ralph T
United States
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This looks like a killer-app for the Ipad.
 
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  • Posted Thu Aug 4, 2011 8:32 am
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prashant Maheshwari
India
Mumbai
Mahrashtra
Warning - Ramblings ...



Well I feel $7.99 (discounted) price price is still good , for us Indians, games like these are never available ANYWHERE. Nope Nada. So paying $7.99 or $10 is still a good deal.

Even if I manage to import the board game , I have to beg my friends around to play it. If it nails the online play like Ascension , absolute game.

The only game I feel I have wasted my money on buying after impulse was Cargon runners , my Gods what a piece of crap ,ZERO strategy , horrible online implementation.After that I have decided to stay off 'DIGITAL' only board games for sometime.

Lastly , the only thing I hate is after buying for 7.99 , it goes on sale for say $5 or below. Neuroshima I had purchsed for $4.99 and now on sales for $2.99 . grrrrrrrrr
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  • Posted Thu Aug 4, 2011 9:12 am
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Johan Lönnblad
Finland

My first game crashed also, but already after a couple of turns. Encountered the language bug also and there's a list of other small niggles. At least my first 2-player online game went smoothly.
 
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  • Posted Thu Aug 4, 2011 9:14 am
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Vytautas Kubilius
Lithuania
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Well, i'm not a big fan of Puerto Rico type of games, but you don't have to be a big hater either to notice that the graphic interface looks...how to say it politely... amateur ? The color combination is sort of psychedelic, there are some actual researches that people who combine violet with yellow with electric green might have some issues (except in Poland, they love those combinations on a national scale)
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  • Posted Thu Aug 4, 2011 9:31 am
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Vytautas Kubilius
Lithuania
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Peepser wrote:
I admit my wife liked TTR more than I did though, mainly because it required virtually no thinking.


Ouch, I hope she's not reading your posts on BBG
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  • Posted Thu Aug 4, 2011 10:22 am
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Denis Braekhus
Norway
Oslo
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Christo wrote:
One nasty wee bug I have found is that if you select a foreign language there is no way to revert to Englush. oops.


I discovered this too, the workaround is to delete the app from your iPad, and redownload it..
 
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  • Posted Thu Aug 4, 2011 12:34 pm
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Lindsay Scholle
Australia
St Ives
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Um, okay, I'm stumped. I have a game where I have more colonists than I can place. The program says "You: you must place more colonists!". But where? I see no San Juan to place them in. The game is locked like this until I find the magic space to press. Two areas are highlighted (the building and the settler fields), but there's no other area obvious to me where I can place a settler. Any ideas?
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  • Posted Thu Aug 4, 2011 1:21 pm
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Björn von Knorring
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Scholle wrote:
Um, okay, I'm stumped. I have a game where I have more colonists than I can place. The program says "You: you must place more colonists!". But where? I see no San Juan to place them in. The game is locked like this until I find the magic space to press. Two areas are highlighted (the building and the settler fields), but there's no other area obvious to me where I can place a settler. Any ideas?


I am stuck with the same problem.
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  • Posted Thu Aug 4, 2011 1:38 pm
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John S
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Scholle wrote:
Um, okay, I'm stumped. I have a game where I have more colonists than I can place. The program says "You: you must place more colonists!". But where? I see no San Juan to place them in. The game is locked like this until I find the magic space to press. Two areas are highlighted (the building and the settler fields), but there's no other area obvious to me where I can place a settler. Any ideas?


Had the same issue, but then I realized I had a large building that could hold 3 colonists. The game doesn't let you skip ANY possible empty slots, even ones that won 't prduce anything.

Just look for the non-lit doorways of a building or any unstaffed plantation or quarry. But the game should be smarter to let you skip, or better yet, have something like the abstract PRico graphics where open slots are clearly visible. Trying to spot tiny unlit doorways in that crowded area is too difficult. A user option to turn on abstract graphics and building names would be my vote.

Despite the building graphics, I'm loving the game though. It has more polish than the screenshots show.
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  • Posted Thu Aug 4, 2011 2:26 pm
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Benjamin
Germany
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minismurf wrote:

And my girlfriend has probably played at least 50 games of TtR, and another 20 of Carcassonne. I have probably played 50-100 games of Smallworld myself. Definitely good value for money on those.


Funny, it's about the same here. My girlfriend plays TTR, I play Small World. Could that be a common pattern?

I'm waiting for an iOS Boardgame we both enjoy...
 
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  • Posted Thu Aug 4, 2011 2:30 pm
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Lindsay Scholle
Australia
St Ives
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Nope, all possible building spaces were taken. Where is the San Juan space to place excess colonists?
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  • Posted Thu Aug 4, 2011 2:33 pm
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Björn von Knorring
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There is no san juan space. If you have placed all your possible colonist the "end turn"-button flasehes. Check your buildings again. It's hard to see it all paces are taken. Tap each of them and see of colonist are returned or not.

I just lost my first game on Ipad so that's good news... (meening the AI is reasonably good...).
 
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  • Posted Thu Aug 4, 2011 2:44 pm
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Lindsay Scholle
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Well, four pairs of eyes looked it over, but nobody could see any lights turned off. No flashing tick unfortunately. I wish I'd taken a screenshot. Restarted and haven't been about to replicate the issue, so maybe we were all just blind after all.
 
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  • Posted Thu Aug 4, 2011 3:16 pm
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Garry Clarke
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I was quite looking forward to this but with all the bugs and the funny graphics for the buildings I'll give it a miss.
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  • Posted Thu Aug 4, 2011 3:41 pm
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Gnomish Mustard
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Rykaar wrote:

I bought a $600 iPad primarily to play board game conversions on a tablet, so $10 for a Godzilla-league entry into that genre is a steal.


I love this comment!
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  • Posted Thu Aug 4, 2011 4:19 pm
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John Shepherd
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I fell for the once-you've-changed-language-you-can't-get-english-back bug too. (Showing the language as "English - United States" at the top of the title screen is a bit of a red rag to a UK user; it implies that there might be an "English - British" option to choose from).

A couple of other problems... for some reason, when I played through the tutorial, it wouldn't let me choose a coffee plantation where it should have. The only clickable field was tobacco. I added that to my plantation, and then got stuck later on when the tutorial wanted me to add a colonist to my (non-existant) coffee field. Had to quit and start the tutorial again

On my first proper game, the music stopped unexpectedly during my second turn, and then the app crashed-to-launchpad on the second cinematic :/ ... fortunately, I was given the option to resume the game in progress when I restarted.

I beat the default AI opponents on my first attempt by a couple of points... I've never played Puerto Rico before, so I don't know if that's a bad omen for the AI, or if I just got lucky!

Aside from the three game-killing bugs I encountered within the first 15 minutes I spent with this app, it DOES seem like it'll be a very nice implementation when they polish the rough edges... really looks like they could've used a bit more QA prior to release though.
 
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  • Posted Thu Aug 4, 2011 4:35 pm
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Robin
Canada
Vancouver
B.C
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Reading about these bugs, I'm glad to hold off from buying this now. Hard to beleive these bugs were not found in playtesting, when a handful of early purchasers found them very quickly.

Workaound is delete and reinstall the app...

Wow.
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  • Posted Thu Aug 4, 2011 5:06 pm
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Max Maloney
United States
Portland
Oregon
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First game: AI was terrible. I played against one "easy" and one "medium." I'm no Puerto Rico expert, but I stomped them.

They kept crafting asap, leaving me to take Captain and Trader actions (which they'd let accumulate 2-4 coins). Kind of basic, that.
 
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  • Posted Thu Aug 4, 2011 5:18 pm
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Jim Cote
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I give it an F for graphic design. If PR was my favorite game, I wouldn't even download this for free.
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  • Posted Thu Aug 4, 2011 5:33 pm
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Language bug confirmed about 10 minutes ago by Ravensburger over at TA:

"Seems this one slipped past the beta testing team."

Wow ... just wow. So glad I held off on this one, especially with the Ferrari pricing.

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  • Posted Thu Aug 4, 2011 5:43 pm
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Kubilius wrote:
Well, i'm not a big fan of Puerto Rico type of games, but you don't have to be a big hater either to notice that the graphic interface looks...how to say it politely... amateur ? The color combination is sort of psychedelic, there are some actual researches that people who combine violet with yellow with electric green might have some issues (except in Poland, they love those combinations on a national scale)


You might have missed the captions under the screen shots above-- the one with the "psychedelic" colors is an old screen shot that doesn't reflect the actual in-game artwork.

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  • Posted Thu Aug 4, 2011 5:50 pm
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Denis Braekhus
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CaptainCosmic wrote:
Language bug confirmed about 10 minutes ago by Ravensburger over at TA:

"Seems this one slipped past the beta testing team."

Wow ... just wow. So glad I held off on this one, especially with the Ferrari pricing.


Let me throw a wild guess out there, the testers mostly worked with German, and simply tested they could switch between languages, not that switching back to English would work.

The implementation otherwise feels solid, and I don't think that particular bug is very bad. Just stay on US English

Graphics are in the same style as other Codito games, miles behind Carcassonne, Neuroshima Hex and Ascension, but definitely playable.

Thus far; thumbs up.
 
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  • Posted Thu Aug 4, 2011 8:00 pm
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Andrew Ramsey
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Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.
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  • Posted Thu Aug 4, 2011 10:17 pm
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CaptainCosmic wrote:
Language bug confirmed about 10 minutes ago by Ravensburger over at TA:

"Seems this one slipped past the beta testing team."

Wow ... just wow. So glad I held off on this one, especially with the Ferrari pricing.



There are a lot of valid complaints about this app, but this? If you change your language to German and decide you want English, you can't. So? How many times will this ever occur in a real world scenario, especially considering you are now aware of this? Don't buy the app if you don't want to, but that is a very odd reason.
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  • Posted Thu Aug 4, 2011 10:43 pm
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I've played five games so far and I like the app. I haven't had any problems. During my first game, I was a little confused, but I hadn't looked at the tutorial. It's very intuitive though. Dragging the question mark over a building describes what it is. After a game or two, I started recognizing most of the tiny buildings. The music and effects are nice. It is a little crammed on the screen, but there is a lot of stuff that needs to be there. I think they did a good job with this game. During my last game, I played against the two hardest AI players and I won. I think they played a good game though - no dumb moves that I saw. If you like Puerto Rico, you will probably enjoy this app.
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  • Posted Thu Aug 4, 2011 11:04 pm
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adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.

I'm pretty sure this is near a violation of the community rules and is certainly not appropriate in this thread where we are discussing this app in particular. If you would like to discuss the performance of Codito as a developer in general I suggest you start a thread doing so in

http://videogamegeek.com/forum/859246/codito-development/gen...
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  • Edited Thu Aug 4, 2011 11:07 pm
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Alan Newman
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"Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really."



Totally disagree. They are quite aware of whatever problems and have been burning the midnight oil for fixes. PR is 99% in my book and Tikal now functions perfectly.

The only thing Codito is guilty of is trying to do too much too quickly. In the meantime, I am very pleased with their response to feedback.

Don't buy their products. Your loss.
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  • Edited Fri Aug 5, 2011 12:38 am
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Stefan Scheuermann
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I don't like App. I know Puerto Rico Rules so I started but:

- UI is not really clear. Its often confusing and sadly built buildings don't have a tooltip. So many little things which I can't follow from UI perspective and in sum its confusing and just-not-great. Why not having just Portraits and I can set difficult directly for each portrait?
If I want to play 5 player game with me and the 4 hardest AI so I need to choose the 4 slots and fill them with 2 different AI portraits which means I end up having 2 times 2 equal portraits. Nothing big but there is so more which can be just better and its always somehow "unlucky solved".

- Won vs hardest AI easily. Ok I know the game and I won often against human as well but hoped it would be a better AI.

- didn't try the MP mode so can't say anything about

All in all this is after Ra and Tikal the third app from codito and I'm not sure I'll buy one more. They all lack something and are average at best.
 
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  • Edited Fri Aug 5, 2011 12:47 am
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Tim Royal
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adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.


Do better.
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  • Posted Fri Aug 5, 2011 1:13 am
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There's a lot of discussion about the UI, but there's some good design choices here with a few areas for improvement. Overall I like the app (it's one of my all-time favorite board games and this is a good port of it). But there's some UI elements I like about it and things that could be improved.

For those that are judging from the pictures here, I don't think the screen captures entirely do justice to the game. There's nice subtle touches like the pulsating icons and the role selections that move outward towards the player's board. The building selection parchment is also nicely done (sliding from the right, rather than obscuring the entire board as a popup would).

The densely packed screen is one choice I like here. Instead of modeling the board game, which might seem the best and logical choice, the developers aligned the island and building tiles together so the contents can be compared. That may look messy at first glance, but it actually is a fine way to condense info so that stats/buildings can be compared on one screen. For the newbie it could be confusing. For the intermediate player, it is a blessing to have all that info at a glance rather than scrolling through different player mats to compare info. One issue though is that it may not be immediately clear which strip of land is for which player. But you can get the idea from the turn order.

The font of the numbers and players names (black with white shadows) is fine for the parchment side on the left, but not enough contrast for the right side (the players info) against the blue ocean. In addition, I'd prefer that the goods next to the player portraits were horizontally placed rather than vertical (the VP, gold, colonists are fine as they are however). Horizontal placement would make the goods easier to compare with your opponents. As it is I have to scan this area multiple times to determine which item to ship or sell, because of the placement/contrast. It's workable but could be improved.

The AI is fine. It's not a pushover on the hardest levels, but I think it is decent. I'd prefer to play against human opponents anyway. The tutorial is a nice touch and the cinematics add some drama to the game. The Undo feature is wonderful to have and the help icon in a nice touch for such heavy information. There's a lot of good stuff here.

The buildings are my chief UI complaint since even after a dozen games I can only recognize more than half of them but still have difficulty scanning them to see which buildings my competitors have. I wish a more iconic look could be swapped for the buildings, instead of a building picture that isn't distinct enough. Also, brief labels for a building would help. Sure there is a help icon, but I don't want to have to continually click it for every building I see. The plantations are more distinct (although I sometimes mistake coffee for sugar since both are a patch of white). The plantations would benefit from leveraging the corn/bean/tobacco/etc. icons in the top left of a square and making them larger.

Some of this is just things I notice to an already fine game. I have to give credit to Codito for tackling a heavy game with plenty of actions and tons of information on the screen. Just like the recent Ghost Stories app, they had to condense a lot of information onto one small screen and guide users through the actions. Perhaps the often mentioned comparison to Carcassonne and Ticket to Ride (two well made games) don't figure in here here since none of those games have player boards, ship boards, buildings with different functions, and a dozen stats to follow. It's a tough challenge for any developer to overcome, and I think Codito should be recognized for trying to up-the-ante by tackling a very challenging and dense game. Sure there are some refinements that can be made, but it's still a very good effort in my opinion.
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  • Posted Fri Aug 5, 2011 1:37 am
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I think the game needs a log of some sort, or at least notify you on what each player just did.

Oftentimes I find myself guessing as to what just happened, especially if Trader or Captain was selected and you have nothing to contribute. The game just zips along without any sort of prompt. I would like to know exactly what the AI traded, shipped, etc.

Other than that, great implementation of a great game.
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  • Posted Fri Aug 5, 2011 1:48 am
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Max Maloney
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PrinceHamlet wrote:
The AI is fine. It's not a pushover on the hardest levels, but I think it is decent. I'd prefer to play against human opponents anyway. The tutorial is a nice touch and the cinematics add some drama to the game. The Undo feature is wonderful to have and the help icon in a nice touch for such heavy information. There's a lot of good stuff here.

I don't think the AI is fine. Here are my facts:

* I have only played PR 9 times before trying this app.
* I have not studied strategy or played online or anything.
* I own three other Codito games (one in both iPhone and iPad versions), so I'm not anti-Codito.

Here are my results:

Game 1: vs one easy and one medium, win
Game 2: vs three medium, win
Game 3: vs two medium and two hard, win
Game 4: vs two hard, win

I was even aware of several mistakes I was making, but somehow I keep winning as I raise the difficulty. It can't get any harder than playing the two hardest AIs and it wasn't hard.

The AI is decent at making money on hard, but it makes many other bad decisions. I noticed it's particularly bad at choosing goods to ship in the Captain phase.

AI needs work.
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  • Edited Fri Aug 5, 2011 2:38 am
  • Posted Fri Aug 5, 2011 2:38 am
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I haven't had any problems with bugs. I play in English, so the language issue hasn't come up for me. I actually like the way the game looks and am VERY impressed with how much information the developers managed to get on screen at once.

Although I've played many games inspired by Puerto Rico's design, I've never actually played the original, so I'm just loving it. I know a lot of people here have been critical of this app (many apparently who haven't even played it) but personally I consider this an essential addition for any board game fan looking for something deeper than Ticket To Ride, or any of the popular iPad board game implementations for that matter.

Sure, eight bucks is steep for an iPad app, but I've gone through so many two or three dollar peices of junk that get deleted after just a few plays... being able to play Puerto Rico on my iPad, though? Personally, I consider eight dollars for this game a steal. I mean you've spent a couple hundred dollars on an ipad - you're a board game fan, and you're not willing to pay eight bucks for one of the best rated gamer's games of all time - because it doesn't let you switch back and forth from German to English? How many people is that even an issue for? Is this really a reason not to recommend this game?

Anyway, I've already gotten well more than eight dollars worth of enjoyment out of it and I've had it less than 24 hours.

One thing I would like to see changed about the UI: rather than having to drag the question mark on top of a building to see what it does, I want to be able to just touch the building without having to drag anything. Some of the building abilities are very clear (the ones with icons) but not all of them, so for someone new to the game it's a lot of dragging that little question mark. That said, I'm still loving it. I don't know if it'll knock Ascension out of the top spot for my favorite iPad implementation, but it sure as heck just moved Ascencion to the back burner, for now at least.
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  • Posted Fri Aug 5, 2011 4:55 am
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David Hunter
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Excellent implementation - really impressed that they got all that info into one page. If people are having crashing problems - have you rebooted? It is the first thing to do after installing any new software especially memory intensive stuff on the ipad.
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  • Posted Fri Aug 5, 2011 7:27 am
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I keep reading how they plan to have an iphone version "within a release or two" yet by marketing it as "Puerto Rico HD" it seems like the iphone version will be a separate app? I hate paying twice for basically the same game twice just so that i can play it on both the ipad and a touch/iphone.

Anyone word on whether it will "become" a universal app or whether there will be a (substantial) discount for the iphone version for early adopters of the ipad version.
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  • Posted Fri Aug 5, 2011 11:04 am
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Andrew Ramsey
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blindspot wrote:
adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.

I'm pretty sure this is near a violation of the community rules and is certainly not appropriate in this thread where we are discussing this app in particular. If you would like to discuss the performance of Codito as a developer in general I suggest you start a thread doing so in

http://videogamegeek.com/forum/859246/codito-development/gen...


Sorry if my words were harsh. I just think users should be aware that Codito has a history of producing apps that are riddled with bugs, have weak AI, and broken online play.
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  • Posted Fri Aug 5, 2011 1:35 pm
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Wesley Lau
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I think that I have played more than 100+ PR (actual & BSW) and I think Codito did a great job in implementation. The game flow is easy to follow. I played 4 games on iOS by myself against AI and quite enjoyed the experience. I have the following comments:

1. The language bug is so SILLY! I can't imagine that it cannot be found in beta testing.

2. I think the icon of goods is too small. I don't know whether it's my problem only or not. I have to be very "careful" in selecting the good to sell or ship. That's similar for the trading house. It's just too small.

3. I still can't match the graphic of buildings to it function in my mind. So, I have to check what I hv already built from time to time. I have to drag the question mark over the building to get the info. However, I think that could be more intuitive if I can press the building to get the info.

Nevertheless, it's good and worthwhile, esp. for the time we can save in setup.
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  • Posted Fri Aug 5, 2011 1:38 pm
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Pretty good execution on this one. Some small issues but nothing that stops it from being totally addictive! Well, the Christmas sounding guitar song that plays in the backgorund is annoying so I am glad they let you listen to your own tunes.

"Glorrrrorrria"shake
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  • Posted Fri Aug 5, 2011 4:00 pm
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Tony M
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I have never played the board game but am enjoying the implementation on my iPad - almost as much as Ghost Stories!

However, I have had a few random crashes (and yes Dave, I did reboot after installation). Also, I would like to add my vote for easier identification of player buildings - perhaps the ability to zoom or double-tap a players town area to show an expanded view of all the particular player's buildings with a description beneath.

I am also a bit disappointed to read comments from some experienced players regarding the weakness of the AI especially as Ravensburger carried out extensive testing (how did they miss the language bug?) after Codito submitted the app for final approval in May.

One other suggestion that applies to all Codito games, why do we have to pick a portrait that is already allocated to an AI player. It surely wouldn't be that difficult to provide a few non-AI portraits for player selection.

Otherwise, I feel this is a good start, but definitely in need of some polish (especially for the premium price).

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  • Posted Fri Aug 5, 2011 4:13 pm
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Johan Lönnblad
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Has anyone managed to get into 3 or 4 players online games against random people? For several minutes it shows "finding players" until it gives me some error message. Am I missing something or are people just not online yet?
 
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badlogik wrote:
There are a lot of valid complaints about this app, but this? If you change your language to German and decide you want English, you can't. So? How many times will this ever occur in a real world scenario, especially considering you are now aware of this? Don't buy the app if you don't want to, but that is a very odd reason.

You missed the point by about 20 miles.

The language thing is a specific example of a general worry: if that sort of thing can be released in a finished product after months of playtesting, then what other problems were also missed?
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  • Posted Fri Aug 5, 2011 6:01 pm
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celiborn wrote:
CaptainCosmic wrote:
But, man ... $10? American money? I freely admit I've become spoiled by the App Store's "race to the bottom" pricing, but still. Not counting one super-app that I use for work, I'm not sure I've ever paid $9.99 for an app.

I just bought a burrito for $9. It was pretty damn tasty. But it lasted only 20 minutes.

$10 for Puerto Rico is a steal.
Not quite a fair comparison, as to me, not starving has some factors in it. Yes, I know there are much cheaper burritos out there.



stevepop wrote:
For a good game I'd call $10 a good deal. If it's a bad game, yes, paying money for it is a bad deal. That's why I'm in favor of free demos and reading reviews.

......

Anyway, I hope there's a demo of Puerto Rico. I've actually never played it, but would like to try it for free. If I could and liked it they get ten of my dollars.
I hope the PR demo, if it does come out, is better presented than Ascension LITE. Word is, it got pulled b/c people were just playing that one for free rather than buying the full game since the free one didn't have that many restrictions.


stevepop wrote:
......

At $10 I think Carcassonne is the most expensive app on my iPad and it was worth it. I've sunk many enjoyable hours into Ticket to Ride and the latest Catan on that thing as well.

Unless you're doing Plants vs. Zombies or Angry Birds kind of volume I don't see 99 cents as a fair price for a game that you'll spend any kind of time with.

.......
In hindsight, I'm glad I bought Carcassonne when it was only $5. I was hesitant on buying something I could play for free on BSW (with expansions), but the solitaire mode and vs. AI mode sold me in on it. I wouldn't mind paying $10 for the app now, but if that were the case, I would wait until the expansions come out to jump on it, as that's what I'm eagerly awaiting.

Even if I had an Ipad, I'm not getting PR HD since I already have the PC version, with the 1st expansion implemented. Got that for only $10 too. I simply have too many IpT games to be played, so no big loss.

 
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  • Posted Fri Aug 5, 2011 6:51 pm
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I have to admit that I own some boardgames I don't ever play but I do play them on ipad - there is something that makes them great in this environment. Maybe less setup, maybe extra AI players, mostly the portability. I'd never pack TTR for a trip somewhere, but since it is already on my ipad we play it quite often.

IMO this implementation of Puerto Rico blows the PC version away. I never lost to the PC version AI (ok, hardly lost) and I find the AI in the AI a really decent opponent that can be throttled quite nicely. I'll never play the PC version again.
 
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JLonn wrote:
Has anyone managed to get into 3 or 4 players online games against random people? For several minutes it shows "finding players" until it gives me some error message. Am I missing something or are people just not online yet?


Have tried several times but have only had success with 2-player matchup.
 
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  • Posted Fri Aug 5, 2011 9:55 pm
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CaptainCosmic wrote:
badlogik wrote:
There are a lot of valid complaints about this app, but this? If you change your language to German and decide you want English, you can't. So? How many times will this ever occur in a real world scenario, especially considering you are now aware of this? Don't buy the app if you don't want to, but that is a very odd reason.

You missed the point by about 20 miles.

The language thing is a specific example of a general worry: if that sort of thing can be released in a finished product after months of playtesting, then what other problems were also missed?


Yeah, it might even download your bank account details, make you vote Democrat and give you cancer.

Stay in bed - it's safer.
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  • Edited Fri Aug 5, 2011 11:30 pm
  • Posted Fri Aug 5, 2011 11:30 pm
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cric mate


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blindspot wrote:
adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.

I'm pretty sure this is near a violation of the community rules and is certainly not appropriate in this thread where we are discussing this app in particular. If you would like to discuss the performance of Codito as a developer in general I suggest you start a thread doing so in

http://videogamegeek.com/forum/859246/codito-development/gen...


Sorry, But I don't see anything wrong with his comment. I think he was very humble considering the fact Codito is continuously producing bad implementation of good games. I bought almost all of their previous games hoping "this time probably they would do it properly". But no, the keep producing inferior quality. I have probably played once or twice each of their games that I bought and then removed them immediately. I felt like I was robbed. Even their graphics looks very cheap. Now a days there is no justification not to have a sophisticated UI. I haven't played their Puerto Rico yet, but I have lost the faith in them and most likely not going to buy this one. Even though it is one of my most favorite boardgame. Codito, Please look at the games like Carcassone, Samurai, Bang! and learn from them, they are defining how a board game should look like on iDevices.
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  • Edited Fri Aug 5, 2011 11:57 pm
  • Posted Fri Aug 5, 2011 11:44 pm
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cricmate wrote:
blindspot wrote:
adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.

I'm pretty sure this is near a violation of the community rules and is certainly not appropriate in this thread where we are discussing this app in particular. If you would like to discuss the performance of Codito as a developer in general I suggest you start a thread doing so in

http://videogamegeek.com/forum/859246/codito-development/gen...


Sorry, But I don't see anything wrong with his comment. I think he was very humble considering the fact Codito is continuously producing bad implementation of good games. I bought almost all of their previous games hoping "this time probably they would do it properly". But no, the keep producing inferior quality. I have probably played once or twice each of their games that I bought and then removed them immediately. I felt like I was robbed. Even their graphics looks very cheap. Now a days there is no justification not to have a sophisticated UI. I haven't played their Puerto Rico yet, but I have lost the faith in them and most likely not going to buy this one. Even though it is one of my most favorite boardgame. Codito, Please look at the games like Carcassone, Samurai, Bang! and learn from them, they are defining how a board game should look like on iDevices.


I agree that Codito aren't at the top of design ladder in terms of UI. Their port of Tikal to iOS is a good example of a UI that detracts from gameplay. I deleted that game from my iPad but it was more because I just didn't like the game but thought I'd try it on the iPad to see if it was because of my dislike for the game system than due to poor initial impression for other reasons. It turned out that I just didn't like the game systems, which is a personal preference.

I thought Codito's port of Ra was ok. It's a bit bleak but the original game's graphics weren't stunning, either. I understand that the iOS version of Ra has gone through some versions to remove bugs but I've found the latest version quite good and gives me a challenge and brushes up my skills. I thought it's appstore price was appropriate, and I've come across some brilliant apps that were free or very cheap and some terrible apps that were expensive.

To say that Codito is always terrible and avoided at all costs seems to me to be a bit extreme. Yes, others such as Big Daddy and Days of Wonder have led the way in consistently producing excellent UIs cheaper ($1-$2, which wouldn't even buy a chocolate bar in my part of the world) than Codito. I don't think I'd boycott Codito's products altogether but I would wait for some reviews to come out before buying one of their ports. If you're price sensitive to "high" app prices for whatever reason then just exercise some patience and wait for the inevitable price drop. Personally, I don't buy hundreds of apps like some compulsive people seem to do so spending around $10 on a game that I expect I will get many hours of play and leverages my initial outlay on the iPad is good value for me. Bear in mind that you may find some iOS ports may even improve your view of the source game, which was my experience with the Bang! port to iOS.

Just to balance out the skew towards extreme opinions posted here that seem to be so characteristic of internet forums generally, I agree with the original review that Codito's port of Puerto Rico is generally very good. Codito have done well in using the original game's graphics, which weren't stunning anyway. The layout is busy but there was a lot of game system to cram into the iPad screen. There is a short but steep learning curve for the UI, which will be more harsh on complete newbies to PR.

By far the best thing about PR on the iPad is that it avoids the 10 minute set up and break down associated with each session of playing the analogue version, the game administration is automated, and I can now play a great game like PR by myself or pass and play with friends quickly and nearly anywhere.

My only minor niggles with Codito's UI, as others have said, is that it's difficult to distinguish between the tiny buildings on each player map without having to constantly drag the question mark to them. Apart from this I think the UI is decent. It hasn't crashed on my iPad 2 yet and I've played about 8 games on it. In comparison, TTR often crashes for me during a game.
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  • Posted Sat Aug 6, 2011 2:13 am
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How do you select prospector? I've played a few games so far but there's no way of doing this that I can figure out...
 
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  • Posted Sat Aug 6, 2011 10:52 am
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julius wrote:
How do you select prospector? I've played a few games so far but there's no way of doing this that I can figure out...


Just tap on the prospector icon when it's your turn for role selection. Make sure that you pick the prospector that has the greater amount of money on it if you have a choice between two prospectors.
 
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  • Edited Sat Aug 6, 2011 11:49 am
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ndru wrote:
julius wrote:
How do you select prospector? I've played a few games so far but there's no way of doing this that I can figure out...


Just tap on the prospector icon when it's your turn for role selection. Make sure that you pick the prospector that has the greater amount of money on it if you have a choice between two prospectors.
Worth noting is that Prospector is only available in 4p or 5p games.
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  • Posted Sat Aug 6, 2011 5:37 pm
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ndru wrote:
Yeah, it might even download your bank account details, make you vote Democrat and give you cancer.

Uh-huh. Whatever you say.

Newsflash for you, though: discussion of bugs — and how they get into a finished product after months of testing — is a legitimate topic at a blog centered around iOS games. As is keeping a close eye on Codito, a company with a documented history of troubled 1.0 releases. Your snark changes neither of those things.

+++++

BTW, so far I've lost (counting only immediate family) my father (2005), mother (2009) and one uncle (2002) to cancer. So I'm always thrilled when it gets brought into game discussions, especially as an (incredibly lame) attempt at humor.

So thanks for the laughs. "Give you cancer" is always such a fun thing to say.
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  • Posted Sat Aug 6, 2011 6:47 pm
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cricmate wrote:
blindspot wrote:
adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.

I'm pretty sure this is near a violation of the community rules and is certainly not appropriate in this thread where we are discussing this app in particular. If you would like to discuss the performance of Codito as a developer in general I suggest you start a thread doing so in

http://videogamegeek.com/forum/859246/codito-development/gen...


Sorry, But I don't see anything wrong with his comment. I think he was very humble considering the fact Codito is continuously producing bad implementation of good games. I bought almost all of their previous games hoping "this time probably they would do it properly". But no, the keep producing inferior quality. I have probably played once or twice each of their games that I bought and then removed them immediately. I felt like I was robbed. Even their graphics looks very cheap. Now a days there is no justification not to have a sophisticated UI. I haven't played their Puerto Rico yet, but I have lost the faith in them and most likely not going to buy this one. Even though it is one of my most favorite boardgame. Codito, Please look at the games like Carcassone, Samurai, Bang! and learn from them, they are defining how a board game should look like on iDevices.


I have Carcassone, Samurai, and Bang! on my iPad. I like them all, but Puerto Rico IMHO blows them away because it's just a better game in general. I also don't think it's fair to be judging an app you haven't played because you don't have faith it'll be good. I've played. It's good. If you like Puerto Rico, you're missing out.
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  • Posted Sat Aug 6, 2011 9:00 pm
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cricmate wrote:
blindspot wrote:
adventus wrote:
Codito is a joke. Don't expect a quality product. They just don't have it in them. It's embarrassing really.

I'm pretty sure this is near a violation of the community rules and is certainly not appropriate in this thread where we are discussing this app in particular. If you would like to discuss the performance of Codito as a developer in general I suggest you start a thread doing so in

http://videogamegeek.com/forum/859246/codito-development/gen...


Sorry, But I don't see anything wrong with his comment. I think he was very humble considering the fact Codito is continuously producing bad implementation of good games. I bought almost all of their previous games hoping "this time probably they would do it properly". But no, the keep producing inferior quality. I have probably played once or twice each of their games that I bought and then removed them immediately. I felt like I was robbed. Even their graphics looks very cheap. Now a days there is no justification not to have a sophisticated UI. I haven't played their Puerto Rico yet, but I have lost the faith in them and most likely not going to buy this one. Even though it is one of my most favorite boardgame. Codito, Please look at the games like Carcassone, Samurai, Bang! and learn from them, they are defining how a board game should look like on iDevices.


Incredibly, you choose to point out games that require far less information to be displayed. And your statement about cheap graphics is utterly laughable. They are consistent with the board game, first of all. They could not possibly change that. The attention detail is quite astounding and the addition of items like smoke emanating from smokestacks is really beyond the call of duty. Btw, it took some time for codito to find the tie but the wound up releasing an update for Tikal (one of my very favorite games) and it is perfect. Whatever they're sellin in the future, Euphrates & Tigris, El Grande (my favorite game ever), doesn't matter. I'll take 'em all.
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  • Edited Sun Aug 7, 2011 12:21 am
  • Posted Sun Aug 7, 2011 12:21 am
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I don't see anything wrong with people talking about wanting to wait until some of the bugs have been addressed and ironed out.

If anything what they're doing is letting people know what's going on before those people spend their money on the game.

I count myself as one of those people who planned to buy Puerto Rico sight-unseen. I'm glad I found this thread and the comments.
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  • Posted Sun Aug 7, 2011 2:30 am
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VegasRobb wrote:
I don't see anything wrong with people talking about wanting to wait until some of the bugs have been addressed and ironed out.

If anything what they're doing is letting people know what's going on before those people spend their money on the game.

I count myself as one of those people who planned to buy Puerto Rico sight-unseen. I'm glad I found this thread and the comments.


By the time you have whatever perfection you seek, the game will cost you $2 more. In the meantime, you are losing out on a great experience. I've played 5 multiplayer games in the few days the game has been out and I'm not sure I have played the $40 board game all that more often since it was published.

All told, Codito did a great job and Tikal is now perfect. They seem intent on providing the best possible product and if they push games out before they are 100%, that's fine by me. They are publishing all of my favorite titles.

I've seen more whining here than anything else. My 2 cents.
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  • Posted Sun Aug 7, 2011 3:11 am
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VegasRobb wrote:
I don't see anything wrong with people talking about wanting to wait until some of the bugs have been addressed and ironed out.

If anything what they're doing is letting people know what's going on before those people spend their money on the game.

I count myself as one of those people who planned to buy Puerto Rico sight-unseen. I'm glad I found this thread and the comments.


The bug paranoia is ridiculous. I've played the game probably 40 times now and have yet to experience any kind of bug. The only legitimate bug claim by people who've actually played happens if you try to switch the language from English to German and then back again... so, don't do that. Problem solved.

It's kind of frustrating to read people issuing all sorts of warnings about this game not being stable, when the people issuing these claims haven't even played. As an actual owner, I'm extremely impressed with Codito's effort here, and want to support awesome ipad games like this so they make more!
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  • Posted Sun Aug 7, 2011 3:44 am
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I found another bug last night; the game let me buy a second small indigo plant, which it shouldn't have.

I haven't seen the AI try to do this yet, though, so at least it's a fairly easy bug to work around -- just don't cheat!
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  • Posted Sun Aug 7, 2011 5:47 pm
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I also like the app, and I have yet to find a bug. To me, it's well worth the $7.99 I paid for it.

On the AI: I've never played the boardgame. Perhaps because I'm a newb, I've lost to the AI twice and won twice. Admittedly, I was pretty befuddled after the tutorial, so I played my first game in a bit of a fog. But I "got" it somewhere in that first game, and now I feel like I know what I doing. (And I've got plenty of experience playing similar games, like Le Havre, Agricola, Race to the Galaxy, San Juan). For me, the AI has been a good challenge so far. If it gets to the point where I'm routinely winning, I'll start playing online.

I think the UI is quite functional and even, at times, elegant. I like the sliding panel for roles, and the way you can slide out more of the build menu to see building descriptions. The "gold payment" sounds are quite satisfying. I actually like the building icons, especially the little windows that light up once a building is occupied; the lit windows are a nice touch. Yes, at first it was hard to distinguish buildings from one another, but after four games, I recognize almost all of them on sight.

Like others, I find the good icons a little small to click on. I haven't mis-clicked yet, but I keep worrying I might. That would seem like an easy thing to fix.

I do find myself wondering if the fields and cities could've been organized horizontally rather than vertically. That way a player's stats (gold's/goods/colonists) would be on the same line as their fields and buildings. As is, I have to look at the fields/buildings, then glance over at the sidebar to see who owns what, etc. In 3-player games, there seems to be a lot of wasted screen space. (Not so in 5-player games, though, so I understand why they chose the layout they did.) It's not that big a deal.

So no, it's not as slick an implementation as the iPad Carcassone, Small World, or Ticket to Ride. But for me, this iPad game is more fun to play -- perhaps simply because the underlying game is more my thing.

I sure wouldn't avoid it simply because of an obscure language bug and the occasional crash. (I myself haven't had any crashes.) No doubt there are a few other bugs, but if there are, I haven't seen any in four plays.

All in all, I recommend this app pretty highly.
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  • Posted Sun Aug 7, 2011 6:14 pm
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Al Newman wrote:
VegasRobb wrote:
I don't see anything wrong with people talking about wanting to wait until some of the bugs have been addressed and ironed out.

If anything what they're doing is letting people know what's going on before those people spend their money on the game.

I count myself as one of those people who planned to buy Puerto Rico sight-unseen. I'm glad I found this thread and the comments.


By the time you have whatever perfection you seek, the game will cost you $2 more. In the meantime, you are losing out on a great experience. I've played 5 multiplayer games in the few days the game has been out and I'm not sure I have played the $40 board game all that more often since it was published.

All told, Codito did a great job and Tikal is now perfect. They seem intent on providing the best possible product and if they push games out before they are 100%, that's fine by me. They are publishing all of my favorite titles.

I've seen more whining here than anything else. My 2 cents.


Tikal is perfect? For me, the game is almost completely broken now after the update. Undo takes a full minute, everything is slower, some vehicles still can't be selected. I will be asking for a refund on it as it is no longer playable. I wish i could remove the update. It was fine before.
 
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  • Posted Sun Aug 7, 2011 7:18 pm
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David Fildes
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I have now played a few games and experienced a few bugs. The app has crashed two or three times. I also bought the Fortress, and had 21 colonists spread across the three different locations, but only got 4 bonus points for that.
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  • Posted Sun Aug 7, 2011 7:29 pm
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Peepser wrote:
Tikal is perfect? For me, the game is almost completely broken now after the update. Undo takes a full minute, everything is slower, some vehicles still can't be selected. I will be asking for a refund on it as it is no longer playable. I wish i could remove the update. It was fine before.


Yup, perfect (ok, 99%).

Btw, you might want to try adjusting the speed, both for animation & AI. As for vehicle select, it is sometimes a bit tricky but it's certainly no big deal for me. I've undone a couple of moves, had no problems.

Sucks for you? I'm really sorry about that because I'd love to have another online opponent. Unfortunately, im not sure IOS games can ever be 100%, but I'm loving every minute of this one.
 
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  • Posted Sun Aug 7, 2011 9:11 pm
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triviadave wrote:
I have now played a few games and experienced a few bugs. The app has crashed two or three times. I also bought the Fortress, and had 21 colonists spread across the three different locations, but only got 4 bonus points for that.


Had an online crash today, three players and one had minus 1 buck.

I take it in stride. I've had worse when a careless player at a table knocks too much askew to properly resume or worse yet, a soda or coffee spill. Not a big deal for me. However, will report it to Codito.
 
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  • Posted Sun Aug 7, 2011 9:15 pm
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That's interesting that other people can get the online part fo the game working. Because my friends and I have been trying for 2 days and can't get a single game working. That's multiple Ipads, on multiple routers, in multiple cities.

All we can figure out is that NO ONE IS PLAYING IT ONLINE YET. So we can't get our games to work.

I also understand that the writer of this review probably wrote the article like a month or two ago based upon a beta version of the game. But the online game doesn't allow 5 player games!!!!

It's funny that multiple websites claim 5 players online, when in reality it does not. And multiple websites claim that people are playing it online, when people I know also can't get even one online game to work. Interesting...

So if this small group of software engineers can't seem to get it working, what's the trick to get online games functional? Thanks for the help if there really is a way to enable online play.
 
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  • Posted Mon Aug 8, 2011 2:26 am
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deimos2006 wrote:
That's interesting that other people can get the online part fo the game working. Because my friends and I have been trying for 2 days and can't get a single game working. That's multiple Ipads, on multiple routers, in multiple cities.

All we can figure out is that NO ONE IS PLAYING IT ONLINE YET. So we can't get our games to work.


"NO ONE IS PLAYING IT ONLINE YET" is clearly untrue. I have already played probably 5-6 games online and today alone received invites three separate times to play.

I have no idea what your problem is but with many devices, all you need to do is shut all apps, turn the device off and restart. You might even need to uninstall and reinstall.

Omg, I AM PLAYING ONLINE. I just lost to topdeckgames 47-46, phenomenal game.
 
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  • Posted Mon Aug 8, 2011 2:48 am
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Awesome. Are you playing on an ipad1? Could be our devices, but we all have ipad 1's, so it might be this particular device.

FYI i did update to the latest software version. Then i deleted and reinstalled PR. It still doesnt seem to work.

The message i keep getting is "The requested operation ould not be completed due to an error communicating with the server". Is that a device problem or a lack of participants problem? The amount of support from Sage and company is overwhelming.

Ohh yeah. Playing "Peurto Rico standard" with just one other person is like trying to play baseball with just 2 people. That's not nearly enough participants .

I hope there is more action out there than just 1v1 games.
 
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  • Edited Mon Aug 8, 2011 4:48 am
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I'm trying to play on my iPad 1, but the game crashes before turn one is complete every time. It has crashed when selecting opponents. I see that others are playing, so I will reset the iPad to try later.

So fairly disappointed as of now.


Editing to add that the reset seems to have done the trick, and i got through a game. It works, and I'll give it an early positive report.
 
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  • Edited Mon Aug 8, 2011 6:45 am
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Ok, just bought it. Have to admit this time did a better job than their previous games. But there are still places to improve on ui. Hopefully they will continue to be better with their future games.
 
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  • Posted Mon Aug 8, 2011 5:19 am
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deimos2006 wrote:
Awesome. Are you playing on an ipad1? Could be our devices, but we all have ipad 1's, so it might be this particular device.

FYI i did update to the latest software version. Then i deleted and reinstalled PR. It still doesnt seem to work.

The message i keep getting is "The requested operation ould not be completed due to an error communicating with the server". Is that a device problem or a lack of participants problem? The amount of support from Sage and company is overwhelming.

Ohh yeah. Playing "Peurto Rico standard" with just one other person is like trying to play baseball with just 2 people. That's not nearly enough participants .

I hope there is more action out there than just 1v1 games.


Have played several 3 player games, one of which almost started as a 4 player game. It's hard to get everyone there at the same time. Three players is fine and guess what, so is two. It works just great.

Am using iPad 2. See who else in your GC friends has PR and invite then. Could be as easy as that.
 
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  • Edited Mon Aug 8, 2011 12:43 pm
  • Posted Mon Aug 8, 2011 12:42 pm
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Al Newman wrote:
Am using iPad 2. See who else in your GC friends has PR and invite then. Could be as easy as that.


Could it be that they don't HAVE GameCenter accounts? That messed up quite a few new Ascension players who couldn't figure out how to get online.

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  • Posted Mon Aug 8, 2011 3:45 pm
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SommerMatt wrote:
Al Newman wrote:
Am using iPad 2. See who else in your GC friends has PR and invite then. Could be as easy as that.


Could it be that they don't HAVE GameCenter accounts? That messed up quite a few new Ascension players who couldn't figure out how to get online.



Sorry, have no idea.
 
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  • Posted Mon Aug 8, 2011 6:03 pm
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Love the App. My 2 biggest complaints is that I don't get to see how many victory points my opponents have from buildings. I understand that shipping VP's are hidden but the building VP's should be totaled up or at least visible.
Also, I can't figure out how to deny the optional privilege from a role. It isn't very common that you would want to do this, but not taking an extra barrel or colonist can sometimes be advantageous.
Please, if I am wrong about these 2 things please LMK how to do it.

P.S.-Or minor note I noticed you can flip flop the cost of the Factory and University. It would a nice option. I would also like the option of having to click a "next turn" button between each players turn. I know not everyone would want that but it would come in handy when playing while doing something else and you needed to take some time between turns without having to study the board for what has changed.
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  • Posted Mon Aug 8, 2011 8:54 pm
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I had early crash problems with this game but since switching the Cinematics off, haven't had a single crash.

Still think there is room for improvement with the UI but it's a massive step up from Tikal!
 
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  • Posted Mon Aug 8, 2011 8:54 pm
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I take back the comments about this game having some kind of strange bug with the iPad. I was finally able to log on with friends. So I just sat there and pressed the 1v1 button repeatedly,and magically a game popped up after like 3 tries.

So...I reaffirm what was said earlier. Professional gamers were not paid for. It's a new game, and as expected there are few people online. In fact I have yet to get anything but 1v1 working. Hopefully the game sells well and that changes because playing 1v1 PR is not a very balanced game.
 
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  • Posted Tue Aug 9, 2011 1:54 pm
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V L
United States

Virginia
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Played it a bunch. Excellent implementation! Only thing I'd like to see is an option for even slower animation. Also, I can't remember how the boardgame handles your secret vp count but it'd be nice to have a vague indication of about how many vp your opponents have. Maybe it shows a messy group of chips that grows a little bit each time they get vp.
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  • Posted Thu Aug 18, 2011 8:04 pm
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V L
United States

Virginia
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I'll get online with it at some point now that I have played it a bit.
 
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  • Posted Thu Aug 18, 2011 8:06 pm
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Michael Poplawski
Canada
Victoria
British Columbia
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In case anyone has been waiting for the price to go down, it's on sale for US Thanksgiving for $4.99. I should also give a plug for AppShopper.com for letting me know. Enjoy!
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  • Posted Thu Nov 24, 2011 9:28 pm
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Benson Propst
United States

Michigan
Are there any plans to port this game to the Kindle Fire?
 
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  • Posted Thu Jan 5, 2012 7:24 pm
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