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	<title>Comments on: &#039;Underworlds&#039;: Finally, a Fantastic Hack and Slash RPG</title>
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	<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/</link>
	<description>... keeping in touch with the latest in iPhone gaming</description>
	<lastBuildDate>Sat, 21 Nov 2009 12:43:41 -0500</lastBuildDate>
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		<title>By: Diauka</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-33022</link>
		<dc:creator>Diauka</dc:creator>
		<pubDate>Tue, 18 Aug 2009 20:59:11 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-33022</guid>
		<description>This is an ipod version of the game Ashen Empires, a free MMORPG from IWG and PMG. I&#039;ve tried underworlds, but prefer AE :P</description>
		<content:encoded><![CDATA[<p>This is an ipod version of the game Ashen Empires, a free MMORPG from IWG and PMG. I&#039;ve tried underworlds, but prefer AE <img src='http://toucharcade.com/wp-includes/images/smilies/icon_razz.gif' alt=':P' class='wp-smiley' /> </p>
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		<title>By: Teagan</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20804</link>
		<dc:creator>Teagan</dc:creator>
		<pubDate>Thu, 30 Apr 2009 12:14:46 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20804</guid>
		<description>this is a good game but not very long, if it was in a large outside world where you could explore, more items, more monsters, massive multiplayer online, then it would b awesome but i doubt they would put that much effort into an update rather than a full new game</description>
		<content:encoded><![CDATA[<p>this is a good game but not very long, if it was in a large outside world where you could explore, more items, more monsters, massive multiplayer online, then it would b awesome but i doubt they would put that much effort into an update rather than a full new game</p>
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		<title>By: jason kenneth</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20515</link>
		<dc:creator>jason kenneth</dc:creator>
		<pubDate>Mon, 27 Apr 2009 16:44:28 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20515</guid>
		<description>Just finished the game on normal in a little more than two hours...perfect for a &quot;Lite&quot; version, but for a finished game I really wanted a few more hours of play. I really enjoyed it, but it loses a few points in the &quot;value&quot; category.</description>
		<content:encoded><![CDATA[<p>Just finished the game on normal in a little more than two hours&#8230;perfect for a &#034;Lite&#034; version, but for a finished game I really wanted a few more hours of play. I really enjoyed it, but it loses a few points in the &#034;value&#034; category.</p>
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		<title>By: Tina</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20327</link>
		<dc:creator>Tina</dc:creator>
		<pubDate>Fri, 24 Apr 2009 23:55:37 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20327</guid>
		<description>My thoughts exactly. The first thing I did when I started playing this game was show it to my spouse and say &quot;check out these awesome graphics!&quot;. They&#039;re incredibly detailed and well done, with pixel-perfect tweaking. 

Guess some people associate this style with &quot;old&quot;, and &quot;old&quot; with &quot;pathetic proto-attempts at photorealism&quot;, comparing this to 3D-textured worlds. 

Kids, the graphics in this game are hand-crafted, not spat out of an algorithm. Pixels, not vectors. That, to some of us, has its own charm, even though we can ALSO appreciate, say, the graphics in Fallout 3. But that&#039;s like comparing a hand-carved stool to an Aeron office chair.</description>
		<content:encoded><![CDATA[<p>My thoughts exactly. The first thing I did when I started playing this game was show it to my spouse and say &#034;check out these awesome graphics!&#034;. They&#039;re incredibly detailed and well done, with pixel-perfect tweaking. </p>
<p>Guess some people associate this style with &#034;old&#034;, and &#034;old&#034; with &#034;pathetic proto-attempts at photorealism&#034;, comparing this to 3D-textured worlds. </p>
<p>Kids, the graphics in this game are hand-crafted, not spat out of an algorithm. Pixels, not vectors. That, to some of us, has its own charm, even though we can ALSO appreciate, say, the graphics in Fallout 3. But that&#039;s like comparing a hand-carved stool to an Aeron office chair.</p>
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		<title>By: Thaurin</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20181</link>
		<dc:creator>Thaurin</dc:creator>
		<pubDate>Thu, 23 Apr 2009 14:10:46 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20181</guid>
		<description>Pixelated crap? What are you talking about? This isn&#039;t pixelated. How else do you expect isometric 2D art to look like on the iPhone, then? Don&#039;t tell me you have something against isometric 2D in principle. That&#039;s just as weird as the hardcore elitists saying that they have something against 3D in principle.

And Lands of Lore was a 3D first-person perspective RPG. How does that even look like this?</description>
		<content:encoded><![CDATA[<p>Pixelated crap? What are you talking about? This isn&#039;t pixelated. How else do you expect isometric 2D art to look like on the iPhone, then? Don&#039;t tell me you have something against isometric 2D in principle. That&#039;s just as weird as the hardcore elitists saying that they have something against 3D in principle.</p>
<p>And Lands of Lore was a 3D first-person perspective RPG. How does that even look like this?</p>
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		<title>By: Dave</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20180</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Thu, 23 Apr 2009 14:03:03 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20180</guid>
		<description>Bill,

I think your game is quite good. I&#039;ve been hoping for a Diablo type game for a while. 

I think the game is quite polished - especially for $5 game. But some things people might be referring to are:
1. Attack animations, I think 2 or 3 more frames would make the normal slashing attack look much better.
2. Music to complete the mood
3. Sometimes I&#039;m attacking with my back to the enemy.
4. Continue leveling progression after level 10...
5. Shouldn&#039;t have to hit action more than once when I&#039;m engaged with several enemies. I more than one occasion I found myself just standing there after I killed one in a mob and had to hit action again to engage the next enemy. 
Seems odd that you would go to the next enemy automatically.
6. Make it longer. I think 5 hours should be the minimum benchmark for an iphone game. I finish on easy in less than 3. Now trying Hard and had to increase dex immediately so I was not missing on every swing. I assume it will take longer to beat.

All in al a very fun game. 4 stars. Looking forward to updates with more levels and characters. 

By the way I think the touch control scheme is fine. Do people realize that you can touch the screen right in front of your character and make them continuous move smoothly? There is no reason to point-move, point-move from place to place.</description>
		<content:encoded><![CDATA[<p>Bill,</p>
<p>I think your game is quite good. I&#039;ve been hoping for a Diablo type game for a while. </p>
<p>I think the game is quite polished &#8211; especially for $5 game. But some things people might be referring to are:<br />
1. Attack animations, I think 2 or 3 more frames would make the normal slashing attack look much better.<br />
2. Music to complete the mood<br />
3. Sometimes I&#039;m attacking with my back to the enemy.<br />
4. Continue leveling progression after level 10&#8230;<br />
5. Shouldn&#039;t have to hit action more than once when I&#039;m engaged with several enemies. I more than one occasion I found myself just standing there after I killed one in a mob and had to hit action again to engage the next enemy.<br />
Seems odd that you would go to the next enemy automatically.<br />
6. Make it longer. I think 5 hours should be the minimum benchmark for an iphone game. I finish on easy in less than 3. Now trying Hard and had to increase dex immediately so I was not missing on every swing. I assume it will take longer to beat.</p>
<p>All in al a very fun game. 4 stars. Looking forward to updates with more levels and characters. </p>
<p>By the way I think the touch control scheme is fine. Do people realize that you can touch the screen right in front of your character and make them continuous move smoothly? There is no reason to point-move, point-move from place to place.</p>
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		<title>By: Dave</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20179</link>
		<dc:creator>Dave</dc:creator>
		<pubDate>Thu, 23 Apr 2009 13:49:01 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20179</guid>
		<description>You miss a major point with your xbox live/psp analogy.

The iphone has sold over 15M units in the two years it has been out. Plus several million touches. Developers can afford to spend money on developing a &quot;$30 game&quot; and charging $5 because the market is so much bigger and the cost of advertising is nil. You have a captive audience in the app store. I see no reason to charge, nor would I ever pay more than $10 for a game on the iphone. 

You can theoretically make several million dollars quickly with a fantastic game priced right on the iphone. It is not about cost to develop, it is about maturity of the iphone as a platform in general and battery life. Just wait. The games will get better.</description>
		<content:encoded><![CDATA[<p>You miss a major point with your xbox live/psp analogy.</p>
<p>The iphone has sold over 15M units in the two years it has been out. Plus several million touches. Developers can afford to spend money on developing a &#034;$30 game&#034; and charging $5 because the market is so much bigger and the cost of advertising is nil. You have a captive audience in the app store. I see no reason to charge, nor would I ever pay more than $10 for a game on the iphone. </p>
<p>You can theoretically make several million dollars quickly with a fantastic game priced right on the iphone. It is not about cost to develop, it is about maturity of the iphone as a platform in general and battery life. Just wait. The games will get better.</p>
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		<title>By: Mario J. Gaida</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20167</link>
		<dc:creator>Mario J. Gaida</dc:creator>
		<pubDate>Thu, 23 Apr 2009 11:33:44 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20167</guid>
		<description>Your excitement won&#039;t last that long... you will go straightforward through the Quests, slash non-respawning mobs until level 10, where you will be stuck in your progression (to be reached within 2 hours playtime) and will find yourself asking if this was worth the money...</description>
		<content:encoded><![CDATA[<p>Your excitement won&#039;t last that long&#8230; you will go straightforward through the Quests, slash non-respawning mobs until level 10, where you will be stuck in your progression (to be reached within 2 hours playtime) and will find yourself asking if this was worth the money&#8230;</p>
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		<title>By: Sebastian</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20164</link>
		<dc:creator>Sebastian</dc:creator>
		<pubDate>Thu, 23 Apr 2009 10:50:55 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20164</guid>
		<description>I second that. Two perfect titles for the iPhone - and any Hexagon game.</description>
		<content:encoded><![CDATA[<p>I second that. Two perfect titles for the iPhone &#8211; and any Hexagon game.</p>
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		<title>By: Sebastian</title>
		<link>http://toucharcade.com/2009/04/22/underworlds-finally-a-fantastic-hack-and-slash/#comment-20163</link>
		<dc:creator>Sebastian</dc:creator>
		<pubDate>Thu, 23 Apr 2009 10:49:13 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=5105#comment-20163</guid>
		<description>If you understand polish in the sense of bugtesting and crashing you are right - this game is extremely polished (haven&#039;t played it, just read the feedback).

But seriously this game looks old. Very very old. It really looks like Lands of Lore, not Diablo. And that&#039;s what I meant when I talked about polish. First point would be that you don&#039;t see your character changing when you equip different items.

That just doesn&#039;t work for me in a hack and slay. The items are all I&#039;m working for - and if the story is short and kind of meh what&#039;s the point anyway?

iDracula does the trick there.</description>
		<content:encoded><![CDATA[<p>If you understand polish in the sense of bugtesting and crashing you are right &#8211; this game is extremely polished (haven&#039;t played it, just read the feedback).</p>
<p>But seriously this game looks old. Very very old. It really looks like Lands of Lore, not Diablo. And that&#039;s what I meant when I talked about polish. First point would be that you don&#039;t see your character changing when you equip different items.</p>
<p>That just doesn&#039;t work for me in a hack and slay. The items are all I&#039;m working for &#8211; and if the story is short and kind of meh what&#039;s the point anyway?</p>
<p>iDracula does the trick there.</p>
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