Meteorfall is a deck-building roguelike. You'll choose your class from one of four unique adventurers, and then set out with a deck consisting of some basic attack cards. During the course of your adventure, you'll be presented with the opportunity to add powerful new cards to your deck.
No adventure would be complete without slaying a few monsters that get in your way. In battle, you'll draw cards from your ability deck. Each time you draw a card, you'll be able to swipe right to play the card, or swipe left to skip a turn and regain some stamina.
Between battles, you'll venture through a variety of locations, represented by an encounter deck. You'll encounter blacksmiths that can upgrade your cards, temples that can help you optimize your deck, and mysterious characters that will make you all sorts of bargains.
The tactical strategy of combat micro-decisions mixed with the strategic element of deck-building provides a compelling and deep gameplay experience.
As with all roguelikes, death is permanent. You'll earn some gems that you can use to unlock new cards, but it's back to the drawing board after that. Start out with a new adventurer and set out on your quest once again.
The good news is that Meteorfall is different every time you play - you'll encounter different locations, different enemies, and different quests. Part of the challenge is adapting to the challenging situations the game puts you in, given the cards available.
Good luck hero - it's time to end the Uberlich's cycle of destruction!
+ Challenging roguelike gameplay with an easy-to-understand deck-building combat system
+ Procedurally generated content - every adventure is unique
+ A dozen different enemies with 7 unique bosses
+ Four heroes to choose from, each with a different starting deck and unique playstyle
+ Unlockable cards that can be easily earned through normal play
+ Game Center integration with Leaderboards and Achievements
+ Portrait orientation for casual one-handed gameplay
+ No ads, timers, or other freemium shenanigans
The applications Meteorfall: Journey was published in the category Games on 2018-01-25 and was developed by Eric Farraro. The file size is 416.94 MB. The current version is 1.0.233 and works well on 7.0 and high ios versions.
Full notes - http://meteorfall-game.com/patch_notes.txt
Discuss - https://www.reddit.com/r/Meteorfall/
- Added Muldorf, the Necrodude (new hero!)
- Introduced shop 'bundles' - instead of random cards, cards will be selected from pre-defined bundles of complementary bundles
- Level-up: Stamina upgrade removed and replaced with an 'upgrade a card for free' option
- Improved 'event selection' algorithm to prioritize more impactful events such as Blacksmith, Temple, and Shop (when usable by the player)
- BRUNO: Removed 2x Attack from starting deck. Added 1x Intimidate, 1x Gut Punch
- MISCHIEF: Removed 1x Spider Bite from starting deck. Added 1x Vagabond Boots
- ROSE: -1 Holy Strike, +1 Flash Heal
- Shop cost decreased
- Temple frequency increased. Now costs 0/5/10/15/25 to remove a card. Can remove multiple cards in a single visit.
- Many small tweaks to monster decks and bosses
- HEMORRHAGE: Now adds 1 action when played
- POISON: Now adds 1 action when played
- SHADOWBURN: Now reads "Deal 3 damage. Gain 1 HP for each charge on this spell." (damage reduced slightly to compensate for the healing)
- MEDITATE: now always grants an action, regardless of whether you have spells to recharge or not.
- Fixed various event/card reroll exploits
- DOOM Fixed a crash related to the Doom card during the Uberlich encounter
- Fixed an exploit that allowed players to re-roll events
- Fixed a bug where players could sometimes upgrade a card beyond the max level (3)
- Fixed a bug where the 'minion counter' for Muldorf was shown in the wrong spot for iPhone X users
- FEAR: Fixed a bug where the effect only lasted on turn
- PICKPOCKET: Will no longer generate a Mana Potion when the effect triggers
Simple to learn. Right amount of meaningful decisions. The different classes offer true variety.
I am a middle aged office goer looking for games that last 8-10 minutes and I can play for a quick break from work. But also put away mid-game if the phone rings This fits beautifully. Has 5 characters and each character has many abilities and options to choose from. Simple to understand. Fun to play. Love it.
This game is the perfect quick card game. Easy to learn and takes 10 mins to play. I wish there were more characters and cards.. here’s to hoping the devs make card sets to buy
I love the presentation and concept of this game. It’s slick, entertaining, and very replayable. Unfortunately for me, the deck building isn't satisfying enough to keep me hooked. The cards and enemies are great, but this is a pure deck builder. There is no hand or any real strategy to speak of outside of card selection. To be fair, there are many cards that enable you to skip or improve following cards, and plenty of buffs/debuffs to manipulate the flow of encounters, and there the concept shines quite well. Would love to see a follow up or new game mode that uses a player hand. Excellent game all around.
This is a super fun game that doesn’t take itself too seriously. I love the atmosphere and the lighthearted approach. I HIGHLY recommend this to anyone who like strategy games.
Maybe once a year a *really* strong iOS game comes along that is free of pay to win elements and is just a solid, lovingly crafted game that hits all the right notes for me. Meteorfall is one of those games that is nearly up there with Solitairica. Lovingly designed. Simple to learn but fun to master. Quality animation (but thankfully quick, so it’s flashiness doesn’t delay gameplay) and cool, quirky art. Really unique and relatively deep gameplay despite the seemingly simple “tinder swipe” mechanic. If you’re into polished, iOS card games and hope—like many of us—that quality developers continue to make quality games that aren’t just quick cash grabs and clones, please buy this game!
I almost never expect a *great* mobile game these days. But I was very pleasantly surprised. This game is addictive and so much fun! I love that you buy the game and never have to worry about ads, pop ups, timers, or “freemium” type crap. Those things wear down my interest or desire to play those games. But this game is so well put together! I have had my phone in my hand non-stop. I wish there was even more to it so I could keep on going!
I would like a refund
Confusing, dull. No explanation as to how the game works when you begin, game revolves around swiping left or right. No idea why it's popular.
Update: Please develop more heroes or create a longer campaign option (see how many bosses you can kill before finally losing) I love this game so much! Pay once and enjoy! this game is simply but requires tons of strategy. Easy controls (swipe left or right) make it an excellent game to play anywhere! It’s a rogue-like game meaning once you lose you start over, but you don’t feel like you wasted any time. I’ve literally been playing for HOURS! Thanks for this gem of a game! I wish I could donate more towards future development!
On my first game, using the ‘warrior’ class, I was defeated en route to the final boss. On my second game, using Greybeard, I defeated the final boss. Aside from probably being a bit easy, the game looks great and is a bit of fun.
Fantastic in simplicity of design. What is here is excellent. Highly recommend. Lacking in amount of progression content e.g. more upgrades, unlockable classes, levels, challenging enemies, even difficulty.
I’ve probably played about a hundred rounds so far, and I’ve enjoyed every moment of it.
Very hard to pull combos as your hand consist of only 1 card. Swipe left to discard which uses an action or swipe right to use which also uses an action, you really only have 3-6 actions per turn. 2/10 gameplay 9/10 art 6/10 sounds
Enjoying this, but the difficulty ramps up WAY too quickly. When the 2nd enemy boss kills you from full health on turn 1 every time you make it to him, something is astray. Needs to increase the probability of Temples. Given that success is random, you can only play this for so long.
'Ambient' tavern sounds are obnoxiously loud and distract from the gameplay. Please add an option to disable then, but keep the in-game sounds.
The game plays like Slay the Spire on your phone which is great if you ask me
This game is impeccably designed. Each system works very well and even after winning with each character, it is still relatively re-playable. I sincerely hope that the developer is able to add more characters, cards and perhaps more challenging quests for after you have won the base quest. Overall, the game is well worth the price and I will be keeping it on my phone to await updates even after playing the current version to death.
Addictive and fast paced combat. Sometimes it feels a little repetitive but the difficulty of the levels and different character allows for a lot of content to be explored. I just want them to release maybe new character and areas and enemies every once in a while and this game with more diversity would be phenomenal!
So after playing this game for about 2 days straight and getting the best kind of rng to build a god tier deck for thief, this game is super fun, its just that i hope maybe the devs will put a more active story for players to be engaged as we progress in the game. As for addons it be awesome if they make new chars, new quest lines and maybe events that give players the chance to purchase limited time chars via the in game currency (shrugs) regardless this games pretty addictive
The world desperately wants a Dream Quest 2. Until that happens, Meteorfall is a reasonable stand in. It has pick up appeal, and the same roguelike deck building gameplay as DQ. It lacks depth however. I covered most of the game (including 75% of the unlocks) in less than an hour. Mechanics which could interact in complex ways often do not. Debuffs like poison and bleed expire immediately, making them impossible to build a deck around. I could go on. Overall, Meteorfall is worth your money, but it is shallow and there are enough clever ideas in here that it’s hard not to be disappointed with what the game could have been. Edit - To dev response, there really is a lot here to work with. I draw a comparison to DQ in large part because you really do approach that sense of non-linear but well defined play styles. I did a warrior whose whole build was based around discard power ups. That was great! Your stamina/magic/turn mechanics are both original and quite clever, and I’m impressed with your method of making healers dangerous. I feel like it does need to deepen and define the player’s options with characters and strategies though. After several play throughs, it’s the exception for me to feel like I had a well defined build, or even the opportunity to really pursue one. For several mechanics I’m not sure even what I’d do. (Are bleed and poison supposed to expire after one turn even w/multiple ranks?) That sense of being able to feel like I went for a fire wizard or a sacrifice/heal priestess, even if unsuccessful, would go a long way. It would also help the monsters feel more distinct. Right now many suffer from the same problem as the player. Most feel like just a collection of cards and abilities. That cohesive whole, that sense of identity, never quite snaps together. Definitely more difficulty. I bought the game a day or two ago and have already beaten it w/all four characters. To continue the comparison, I think I’ve beaten DQ’s boss once... maybe. And I completely respect your efforts to do not want to be grindy, but at the same time an unlock system consumed that quickly felt (to me) gimmicky and leaves me wondering what all these extra gems are for. (Perhaps unlocking new, progressively more difficult monsters, if you’re in the mood to take suggestions.) But all of this is criticism meant to say that MF is entirely worth improving. I think you have something quite good on your hands and it really does have the potential to be truly excellent.
This is hands down the best game I've ever bought for my phone. Took a little while to figure out how to get past the second boss (at least for me) but after I did it was satisfying being able to defeat the rest and winning the game.
This is a great game and was excited for it, would be great for a endless dungeon mode! And even more unique cards for their classes and higher upgrades during the dungeon runs!
The games fun I guess, not worth 3$ since I beat it on my first play through. If it had a harder difficulty after winning it’d be better. Maybe new stuff will come out for it, but right now it’s not worth the price.
This is a really fun card game with amazing art and music to boot. I love the overall theme and style. Hard to not like this one. A no-brainer purchase for any lover of card/rpg games. I was glued for hours until I managed to beat the game with all four heroes. I hope the base game gets expanded with more cards or scenarios in the future.