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The main point of playing cards out of turn would be during combat unless I'm missing a weird exception.
In which case it's not that hard. You'd just have to have two burn timers with a button input required between each to confirm that the correct players ready to burn cards.
It's not just in combat but planning out playing Perils to the board, equipping items and preparing for your next turn. You may have a Hidden Trap that you want to place JUST as your enemy is about to move to another tile. Stuff like this is part of the "non-turn" phase.
As AuburnRDM said, we're not planning Hot Seat mode at this stage in development.
@Cube - we will be looking into cross-platform play when we do our Tablet/iPad development for Armello. We love that idea too of being able to play with people on every platform. As it is we support cross-platform for PC/Mac/Linux!
OH YEAH! It has most certainly ruined my day (and I have ruined others days... hehe.
It's so good watching someone step into your JUST played peril. Mwuahaha.
Me too ^___^
Also speaking of playing with friends, a four-pack or something really feels to be missing from the store page. I'd really recomend putting one up there because it's a great way to attract sales.
What's more, at such a high cost - $25 - there's no way I'm going to convince my friends to take a chance on this game for online play. It's also too expensive for me to buy it on their behalf, that's effect $100 multiplayer DLC. I'm an extremely dissatisfied customer as things stand.
We'll definitely be having more sales in the future are also planning on reviewing 4-Packs for our full release.
As I've said in the past, we currently have no plans for hot-seat mode but it's been in high-demand so we will be reviewing it again after our full release. LoG are a small team with a huge scope of development ahead of us just to get to 1.0.
Thanks for understanding :)
I deleted For the King from my account. I recommend Dokapon Kingdom (PS2/Wii) as a substitute, although its less about co-op and more about competing for 2-4 players.
As much as I disagree with many of the dev policies here, For the King took it to another level by introducing an EULA months after launch that forbid me from using local multiplayer in the way I was used to using, via a forced patch. I wasn't willing to agree, and I was well out of the refund window, so I just had it removed instead. Yes, I know its hard to actually enforce an EULA, but I don't want to be associated with devs that go out of their way to make local MP hard in a co-op game that was sold on co-op.