by qwheeler
JustinDJacobson wrote:
qwheeler wrote:
I'm pretty disappointed in these coop rules. This is very different than the app based coop mode (like Stop Thief) that was described during the campaign and was one of the main reasons I decide to back: "As for play, our current concept is to let the app control Vul-Kar, interrupting players' turns with his own dastardly plans. This keeps the players guessing. (We'd even be able to tweak his effects via updates.)"
It's also really disappointing that NONE of the expansion content is usable (even just the 5th player). I guess it wasn't explicitly promised, but I don't think it was an unreasonable assumption that it would be usable given the focus on them. The expansions were more than half the cost of the pledge.
It's also really disappointing that NONE of the expansion content is usable (even just the 5th player). I guess it wasn't explicitly promised, but I don't think it was an unreasonable assumption that it would be usable given the focus on them. The expansions were more than half the cost of the pledge.
That's the "Fun Run" mode, which is a separate stretch goal we reached and are currently working on implementing in the app.
I guess it's possible I misunderstood, but the fun run was the $1 million stretch goal and was never discussed that I saw as being cooperative. Coop mode was the $2 million dollar goal, and was always listed as a separate feature/mode of the app. The quote above was from the $2 million update, and I just checked again and the stretch goal graphic on the campaign page still lists them explicitly as 2 separate features of the app. Every update or graphic discussing coop mode that I could find talked about it as an app mode and showed a picture of a smartphone next to it.
You're saying that the fun run is also fully cooperative then?