Agreed, bugs aside it really is a good looking fun game, I'm a big fan of rogue-like games, so this just perfect for me. Congrats to the devs for their continued devotion and the promised future content.
Reposted from another forum, just in case the developers read it: I bought 100 Rogues as well, but I really, really don't like it. The controls force you to touch along the four edges of the screen, so you constantly block out the view of the playfield (unlike Fargoal which has swipe controls that work anywhere, which aren't perfect but at least don't block your view). The animation of your character is also headache inducing in two ways: First, the way the bloody knight is animated, jumping all over the place during a walk cycle, and second, the way the entire bloody screen accelerates and stops in time with his bloody jumping! It's fun for the first 20 seconds, then it just makes my eyes bleed. Attack animations are similarly ruled by whoever made the bloody sprite animations. They take almost half a second and are very jerky, when they could just as well take 0.1 second and be both smoother and make the game flow better. Also, when things drop on corpses, there seems to be no way of knowing what they are unless you pick it up, then open your inventory and try to find what you just picked up. So far, Sword of Fargoal is a much, much better iPhone game, with tweaked controls, more informative UI and very smooth gameplay. If they add 4 frames to each animation, smooth out the screen scrolling and speed up the attacks it might become great, but right now, it's a 1 star review in the App store from me.
Good point here. A tap to identify then tap to pick up? Is such a double tap possible? Not just for on-top-of-corpse items but also for figuring out which dagger was the good one without multiple pick-up & drops. Perhaps this just speaks of my laziness...
I'm a huge fan of Sword of Fargoal and this sounds great so it's a definite buy for me, but I think I'll wait for most of the bugs to worked out. Maybe. Might end up just getting it now anyway.
Our animator is definitely not to blame here. Performance issues would be a software problem, so the fault really is mine. Keep an eye out below the health / energy bars. When monsters drop loot, a description of the item pops out (as specific as +1 Tower of Strength), and can be reviewed by touching the banner's tab at the edge of the screen.
Maybe this could pop out when moving over the top of an item too? That sounds much better than crappy double tapping Casualty!
Wanted to post a quick update for everyone here, Wes and I just wrapped up a 2+ hour chat this morning about 100 Rogues and various boring (to non-developers ) architecture and optimization concepts. We did not share or review any actual source code, this was more of a high level talk to get things rolling the right direction. Expect Wes to provide you with a further update after he's dug in a bit and digested all the info I buried him in earlier
Perhaps that loot description issue may be debatable? Here's are scenario: Imagine a situation where you are being surrounded by four of five enemies. You work your way through each of them. There are instances when you are just too busy fighting the enemy, that you forget to pick up a loot drop or two during the process. You notice your life bar is nearly depleted, and you have no healing potions left. Probably one or two more hits, and you're dead. Then you remember the loots you had previously overlooked. You consider the possibility that one of those loots can be a potential healing potion. Thing is, there's one more enemy standing in between those loots and yourself. What do you do? Do you make a run for those loots and risk being hit by the enemy, knowing that the items you are after could be nothing more than rocks? Therefore, you risk dying and ending the game. Or, do you just abandon the loots and look for a safe place to rest and slowly try to regenerate your life points instead? Point is, IF you knew what those loots were beforehand, you gain a great advantage in the game. Whether or not this is a good or bad thing is totally up to the one playing the game. Either way is fine with me. But I would much rather leave things the way they are right now.
At the moment all of our loot is basically identifiable on sight, although you might not know if that sword lying there is a plain 'ole sword or some high-fallutin' +3 Sword. Many of the item variants are recolored to let you know if there's something extra-special about it, too. If it's small, red and round, though, it's a health potion, guaranteed. Down the road we might have unidentified potions, but we'll cross that bridge when we get to it.
<Looks at Dagger of Die-a-lot> +3 sword?? <Drool> Aight, fair call on the loots. But while we are talking about it, is certain loot class-specific? I haven't noticed a Dagger of Vampire (easily identifiable by its blood drinking red hue) when playing the Crusader while it has turned up a few times for the wizard. Man, a Crusader with that dagger....
CommanderData, you get bonus points in my book for helping these guys out. If for no other reason, your next game is an insta-buy.
game looks great.... I will buy it when all the bugs are fixed. I am not keen on crashing games (especially when save data may get lost). So, please update asap!
Ok game thoughts: The game is really fun but I have some issues with it: 1- When the characters move they seem like they are lagging? They don't move smoothly. 2- Would it be possible to change the way you move by dragging your finger? 3- Could we maybe pinch-to-zoom in a update? Other then those this game is really fun but my main concern is that the characters seem to lag alot, and they move really smooth in the Help Demo thing.
Agreed - CommanderData, I am impressed by your helpfulness. Your next game will be insta-bought by me and three close friends of mine.
I'm going to hold you guys all to that! At least I'm guaranteed a half-dozen sales when Mineko is done Wes has plenty of items to trace, but there's been some immediate findings to optimize texture memory usage. Not to mention several ideas I brought up for speed increases. Those should really help out on older devices, but I'd expect everyone to see some improvement in smoothness. Keep in mind they've already submitted an update for issues Wes discovered prior to our talk. That means the second update should contain stuff pertaining to memory and speed, and even more awesomness I'd expect Looking forward to seeing the new monsters and locales they have planned!
Ha! I will pre-order it if possible. I'm glad some good things have come about in this thread. It really has been a downer reading some of the really rude comments in here to the devs who are clearly committed to working out the bugs and making an obviously excellent game even better. I still am having trouble with that darn faerie attack though. I swear I just move in the direction of enemies about 25% of the time when I'm just trying to shoot them. It really hampers my ability to not die. Is it possible that anything will be looked at in the future to maybe increase the recognition area for those ranged attack taps?