Reflex Unit ROBOSARU Games Genres: Games Action Arcade $2.99 USD Supported Devices: iPhone5s-iPhone5s iPadAir-iPadAir iPadAirCellular-iPadAirCellular iPadMiniRetina-iPadMiniRetina iPadMiniRetinaCellular-iPadMiniRetinaCellular iPhone6-iPhone6 iPhone6Plus-iPhone6Plus iPadAir2-iPadAir2 iPadAir2Cellular-iPadAir2Cellular iPadMini3-iPadMini3 iPadMini3Cellular-iPadMini3Cellular iPodTouchSixthGen-iPodTouchSixthGen iPhone6s-iPhone6s iPhone6sPlus-iPhone6sPlus iPadMini4-iPadMini4 iPadMini4Cellular-iPadMini4Cellular iPadPro-iPadPro iPadProCellular-iPadProCellular iPadPro97-iPadPro97 iPadPro97Cellular-iPadPro97Cellular iPhoneSE-iPhoneSE iPhone7-iPhone7 iPhone7Plus-iPhone7Plus iPad611-iPad611 iPad612-iPad612 Minimum iOS Version: iOS 9.0 Download Size: 676.5MB Reflex Unit Alex Hughes The year is 2035 and Tokyo has been overrun by an unknown force. Communications with the rest of Japan and the world areā¦ $1.99 Buy Now Watch Media DetailsThe year is 2035 and Tokyo has been overrun by an unknown force. Communications with the rest of Japan and the world are down. With the Tokyo Police and Japan Self Defence Force (JSDF) destroyed in the first few hours of the invasion, it is up to you as the rookie pilot of an experimental variable mech to fight back the invading forces... - 7 stage campaign story mode. - 4 stage multiplayer death match. - Endless Mode - complete Story mode to unlock! - Cross platform multiplayer for iOS, Gear VR, Oculus Rift - Voice chat for multiplayer - iPhone 5s or higher recommended. - iPad Air or iPad Mini 2 or higher recommended. Information Seller:Alex Hughes Genre:Action, Arcade Release:Jun 27, 2016 Updated:May 06, 2018 Version:2.0 Size:919.0 MB TouchArcade Rating:Unrated User Rating: (4) Your Rating:unrated Compatibility:HD Universal Stronsay Well-Known Member Aug 6, 2015 987 230 43 #2 Stronsay, Jul 7, 2016 Welcome to the forum Robosaru; and thanks for sharing your game. Very generous. Twin stick shooters are tricky on mobile so I don't usually play them. This has some good ideas though so I's sticking with it. Precise aiming is slightly awkward but I'm improving with practice, and it becomes less critical with higher level weapons. I've yet to complete the first mission so I guess more upgrades are needed. What keeps me playing this is the fact that accumulated credits are retained on restart, or there is the option to spend a few credits to continue. I think it's a good design decision. Way better than keep starting over with nothing. Spotting the opposition is not always easy, but that's probably true in the real world, but I'm learning where they are located. Robosaru Well-Known Member Jul 7, 2016 120 13 18 #3 Robosaru, Jul 7, 2016 Thank you so much for the feedback! I really appreciate it! I am working on a new stage and some tutorial levels that I hope to add in the next few weeks (again for free). Until then, if you tap the radar, you can zoom the camera out which may help to spot the enemies before they spot you! LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #4 LordShad0wz, Jul 8, 2016 Is it possible to place an aiming reticle so that we can see where our shots are going? Why can't we fire all weapons at once? What's the point of having the two buttons for upper and low we weapons? I have to say I love twin stick shooters. For your first game this is damn good. I want to support you financially. Billy Robosaru Well-Known Member Jul 7, 2016 120 13 18 #5 Robosaru, Jul 9, 2016 Thanks for he feedback Billy! Really appreciated! - For some weapons I added lasers to show where they will fire. For the mortar style weapons (the missiles) I thought it would be interesting to leave that off. I will add an option in a future option to show the aim reticle though. - I need to add more small buildings and a tutorial perhaps but the idea is: Upper weapon only fire 1 x per round, but can clear small cover. - Lower weapon fires 2 x per round, but cannot clear cover. I will keep improving this and hope you will be happy with future updates! Robosaru Well-Known Member Jul 7, 2016 120 13 18 #6 Robosaru, Jul 13, 2016 UPDATE: Reflex Unit version 1.2 I am proud to announce the version 1.2 update for my game "Reflex Unit". The new updates adds an extra stage for you to enjoy (price is still FREE and will remain so for future updates). Robosaru Well-Known Member Jul 7, 2016 120 13 18 #7 Robosaru, Jul 18, 2016 Trailer for version 1.2 Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #8 Exact-Psience, Jul 18, 2016 Holy hell why did i just find out about this? Watching the trailer this looks sweet. Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #9 Exact-Psience, Jul 18, 2016 Finished stage one on second playthrough buying only the Vulcan cannons. Seemed easy enough. The improvements i would suggest is to first smooth out the aiming sensitivity. It isnt 1:1 analog it seems, it just doesnt feel smooth to circle out the aiming. Second, enemy AI needs a buff i think. Too easy to kite them just off screen, and they all fall down. Third, the shop feels a bit sluggish. Will need some tweaks to make is a smooth experience navigating through the shop menus. The back button needs to go back to the previous page, not outside of the "buy" menus. I think this game has lots of potential. Not a lot of Mecha games on the appstore, and this is one of the better ones. Robosaru Well-Known Member Jul 7, 2016 120 13 18 #10 Robosaru, Jul 18, 2016 Thanks for the feedback! agree with your points and will certainly work to improve this. Stayed tune for an update in the next week or so! Robosaru Well-Known Member Jul 7, 2016 120 13 18 #11 Robosaru, Jul 26, 2016 Update version 1.3 What's New in Version 1.3 - Performance improvements in shop - Global leader board - Improved visibility of hit indicator - Vulcan cannon balancing (made bit weaker) - Improved enemy mech AI Download from the AppStore for FREE LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #12 LordShad0wz, Jul 26, 2016 I'm still wanting a switch we can tap to fire all weapons at once or turning it off to then select upper or lower. When I'm being fired on by 3 at once I just want to fire everything lol Billy Robosaru Well-Known Member Jul 7, 2016 120 13 18 #13 Robosaru, Jul 26, 2016 Hi Billy, thanks again for your feedback. I want to maintain some kind of risk/reward balance though. For example, when the mech is stationary it can fire all weapons at once, when walking just the upper or lower and when driving nothing. Sound better to you? LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #14 LordShad0wz, Jul 26, 2016 That works for me my friend. I actually like that! My issue is ever since my injury I sometimes have a hard time and get confused when a lot is going on so it gets frustrating. You should also add some sort of currency doubler in app purchase so I can send some money your way besides watching some ads. Billy Robosaru Well-Known Member Jul 7, 2016 120 13 18 #15 Robosaru, Jul 26, 2016 OK! Stationary all weapon firing will be in the next update especially for you Billy! Also, FYI I am planning to add a new snow based setting stage with the same update. Should be ready in about 2 weeks... Stay tuned... LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #16 LordShad0wz, Jul 26, 2016 Last edited: Jul 26, 2016 Anyone who likes mech games really needs to give this game a look. There are no forced ads. There is no stupid energy timers. You can just play. All there is is opt in ads for extra currency to buy weapons to help in the missions along the way. As a matter of fact this game is so ridiculously free you have me ASKING for IAP in the game lol. As you can see the dev is passionate about the project and more than willing to listen to player feedback. To me this is a 5 star game when you add all of the elements together. I actually really like the artwork of the game itself. The on screen controls actually work really well. There's lots of different weapons to select from. The enemies are no effing joke. You will get plastered. Hehe. I really have to again mention the twin stick controls. They are very precise. You can put your weapons exactly where you want them. If you miss it's your fault. It's well implemented. It's a fun game and gets pretty intense pretty quick. I watch the ads since that's the only way to contribute to the dev since he won't put in a currency doubler in app purchase. Yea yea I keep saying it. I'm a persistent SOB. Hehe Billy Robosaru Well-Known Member Jul 7, 2016 120 13 18 #17 Robosaru, Jul 26, 2016 Iap Billy, you are too kind I will add (completely optional!) an IAP to enable credit doubling and the ability to change the colour of the mech in the next release also. This is the current roadmap: - New stage (snow based theme, perfect for summer....?) - Stationary all weapon fire - Nerf the lighting gun - Local multiplayer (iPad Air/Pro split screen) - online multiplayer - optional IAP for credit doubling and changing mech colour. Royce Well-Known Member Mar 22, 2011 4,240 180 63 #18 Royce, Jul 27, 2016 Some good stuff here, but a couple of things. Unless I missed some settings options somewhere, the controls need some work. The joysticks float far more easily than they should and I frequently end up at the edge of the screen. I've played dozens of good dual stick shooters on the touch screen with floating sticks, and this is totally avoidable. A larger radius before the stick starts to move might do it. A fixed stick option would also help. Also, why are all frames listed as bipedal when they are clearly quadrupedal? Bison Eye Active Member Jun 29, 2015 38 0 0 #19 Bison Eye, Jul 27, 2016 Listen to Billy - this game is awesome. I hope it continues to expand and develop. I'd love to see an endless level too - no mission, just stomp around and destroy things for fun. Robosaru Well-Known Member Jul 7, 2016 120 13 18 #20 Robosaru, Jul 28, 2016 Feedback Thanks for the feedback! Positive and negative, both very useful and things I will take into account for future updates. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 5 1 2 3 4 5 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Welcome to the forum Robosaru; and thanks for sharing your game. Very generous. Twin stick shooters are tricky on mobile so I don't usually play them. This has some good ideas though so I's sticking with it. Precise aiming is slightly awkward but I'm improving with practice, and it becomes less critical with higher level weapons. I've yet to complete the first mission so I guess more upgrades are needed. What keeps me playing this is the fact that accumulated credits are retained on restart, or there is the option to spend a few credits to continue. I think it's a good design decision. Way better than keep starting over with nothing. Spotting the opposition is not always easy, but that's probably true in the real world, but I'm learning where they are located.
Thank you so much for the feedback! I really appreciate it! I am working on a new stage and some tutorial levels that I hope to add in the next few weeks (again for free). Until then, if you tap the radar, you can zoom the camera out which may help to spot the enemies before they spot you!
Is it possible to place an aiming reticle so that we can see where our shots are going? Why can't we fire all weapons at once? What's the point of having the two buttons for upper and low we weapons? I have to say I love twin stick shooters. For your first game this is damn good. I want to support you financially. Billy
Thanks for he feedback Billy! Really appreciated! - For some weapons I added lasers to show where they will fire. For the mortar style weapons (the missiles) I thought it would be interesting to leave that off. I will add an option in a future option to show the aim reticle though. - I need to add more small buildings and a tutorial perhaps but the idea is: Upper weapon only fire 1 x per round, but can clear small cover. - Lower weapon fires 2 x per round, but cannot clear cover. I will keep improving this and hope you will be happy with future updates!
UPDATE: Reflex Unit version 1.2 I am proud to announce the version 1.2 update for my game "Reflex Unit". The new updates adds an extra stage for you to enjoy (price is still FREE and will remain so for future updates).
Finished stage one on second playthrough buying only the Vulcan cannons. Seemed easy enough. The improvements i would suggest is to first smooth out the aiming sensitivity. It isnt 1:1 analog it seems, it just doesnt feel smooth to circle out the aiming. Second, enemy AI needs a buff i think. Too easy to kite them just off screen, and they all fall down. Third, the shop feels a bit sluggish. Will need some tweaks to make is a smooth experience navigating through the shop menus. The back button needs to go back to the previous page, not outside of the "buy" menus. I think this game has lots of potential. Not a lot of Mecha games on the appstore, and this is one of the better ones.
Thanks for the feedback! agree with your points and will certainly work to improve this. Stayed tune for an update in the next week or so!
Update version 1.3 What's New in Version 1.3 - Performance improvements in shop - Global leader board - Improved visibility of hit indicator - Vulcan cannon balancing (made bit weaker) - Improved enemy mech AI Download from the AppStore for FREE
I'm still wanting a switch we can tap to fire all weapons at once or turning it off to then select upper or lower. When I'm being fired on by 3 at once I just want to fire everything lol Billy
Hi Billy, thanks again for your feedback. I want to maintain some kind of risk/reward balance though. For example, when the mech is stationary it can fire all weapons at once, when walking just the upper or lower and when driving nothing. Sound better to you?
That works for me my friend. I actually like that! My issue is ever since my injury I sometimes have a hard time and get confused when a lot is going on so it gets frustrating. You should also add some sort of currency doubler in app purchase so I can send some money your way besides watching some ads. Billy
OK! Stationary all weapon firing will be in the next update especially for you Billy! Also, FYI I am planning to add a new snow based setting stage with the same update. Should be ready in about 2 weeks... Stay tuned...
Anyone who likes mech games really needs to give this game a look. There are no forced ads. There is no stupid energy timers. You can just play. All there is is opt in ads for extra currency to buy weapons to help in the missions along the way. As a matter of fact this game is so ridiculously free you have me ASKING for IAP in the game lol. As you can see the dev is passionate about the project and more than willing to listen to player feedback. To me this is a 5 star game when you add all of the elements together. I actually really like the artwork of the game itself. The on screen controls actually work really well. There's lots of different weapons to select from. The enemies are no effing joke. You will get plastered. Hehe. I really have to again mention the twin stick controls. They are very precise. You can put your weapons exactly where you want them. If you miss it's your fault. It's well implemented. It's a fun game and gets pretty intense pretty quick. I watch the ads since that's the only way to contribute to the dev since he won't put in a currency doubler in app purchase. Yea yea I keep saying it. I'm a persistent SOB. Hehe Billy
Iap Billy, you are too kind I will add (completely optional!) an IAP to enable credit doubling and the ability to change the colour of the mech in the next release also. This is the current roadmap: - New stage (snow based theme, perfect for summer....?) - Stationary all weapon fire - Nerf the lighting gun - Local multiplayer (iPad Air/Pro split screen) - online multiplayer - optional IAP for credit doubling and changing mech colour.
Some good stuff here, but a couple of things. Unless I missed some settings options somewhere, the controls need some work. The joysticks float far more easily than they should and I frequently end up at the edge of the screen. I've played dozens of good dual stick shooters on the touch screen with floating sticks, and this is totally avoidable. A larger radius before the stick starts to move might do it. A fixed stick option would also help. Also, why are all frames listed as bipedal when they are clearly quadrupedal?
Listen to Billy - this game is awesome. I hope it continues to expand and develop. I'd love to see an endless level too - no mission, just stomp around and destroy things for fun.
Feedback Thanks for the feedback! Positive and negative, both very useful and things I will take into account for future updates.