Oh yea that's what I forgot to mention..And that's what I first wanted to say when I came into the thread lol. Can anyone imagine online co-op? [Though I guess that'd be pointless since it'd kinda be like a lesser CoD:Zombies]
If I wanted a game with AI comrades I would play Metal Wars. This game s doesn't really reel like that type of system would fit in well.
no it'll be awesome! CoD:Zombies are slow and takes LONG time to get intense lol Aftermath's Co-op will intense from the beginning until death to all! the only problem will be... lack of online people.
I was a bit sad about how short the game was but now that it's day 2 I'm in looooove with aftermath mode. Man, those red zombies are super intense. I know I've already said it(along with many other people) but pllllease add coop to that mode. Hell, I would like to have that way more than new levels. If it were up to me I would add coop first then enlarge the city. If the city can't be bigger due to hardware restrictions, allow us to walk into buildings and just have a loading screen. Day 1- great concept but short. Day 2- favorite game at the moment.
Yeah... These are my feelings in a nutshell. I was revved up through the first few levels, and then... The whole game's over. Worth the 99c, agreed, but it's going to take something else to get me to come back to it. Maybe further levels with a more episodic feeling to the missions... Right now, each mission kind of has the feel of a survival mode of nonstop waves already. The only real difference is where you have to end up in the process of survival. While the goals are all described differently (plant a charge, grab the fuel, get to this spot), it's all really a matter of running over a green icon. This engine is really, really promising.
Are you using the line control on the right side and holding it to rotate around to the place you want?
Wow, not sure how you guys got through the whole game in 10 minutes or whatever. It seems fairly hard to me. I died twice on level 3 and am taking a break now. Very cool game. Great value at 1 dollar.
While there are things about the game I like, I hate the controls. I like that it takes a moment for the character to turn and that he can't instantly go from north to south without pasing through the directions between, but I feel the way the controls implement that aspect is terrible. There's no reason the game couldn't still take time for your character to turn while using the much more precise and familar dual stick control method. With this method, the game is artificially hard because you're fighting the controls as much as the enemies. As for calling this control scheme more realistic, I'd say no. Having the character turn through all the angles is realistic, making it artificially difficult to get the character to face the direction you want is not realistic unless the character is supposed to be really drunk. Less important, but I'd prefer if there were a fixed number of zombies on the story mode levels rather than the constant rapid spawning on all sides, but others might not agree. If the controls were better I'd probably still enjoy the game, but as is I'm deleting it after four levels. It has potential, but right now (to me) it's more frustrating than fin.
Have to agree, the controls are quite hard. I found turning a bit unresponsive, it was sometimes hard to focus on one zombie because I would always oversteer and then had to readjust. But it´s a good game for a buck. The controls should really be fleshed out in another update.
I've had no trouble with the controls and feel like they allow for more deliberate movement than with a dual stick. And no, I don't feel like the game is artificially hard because of the controls -- it gets hard when you get overwhelmed by zombies or when you don't plan your route to the objective.
I bought this app a few days ago and I've been loving it so far. For only $.99 it's a steal in my opinion. Maybe as an update the dev could focus on making it more of a city with interacting the buildings a bit more (like you can walk inside some)? I know it would be a lot of development time but I think it would be an incredible addition. Also tweak the controls to a traditional dual stick. In the end, a definite buy, even at $1.99.
Please don't change the controls. I find once you're used to them they tend to work better than the traditional dual stick layout. If anything, have dual sticks as an option for those who want them.
Yep - they obviously have more health. I think the red ones are the toughest though - so damn fast. I just finished the campaign last night. The final mission is definitely the toughest. Great game all around though.
Hi All, Thanks for the suggestions and opinions. Before I give my 2 cents about control strategies I'd just like to apologise for not making it clear enough that the final, open-ended challenge mode level "Aftermath" is actually always available - it doesn't need to be unlocked by completing the story levels. Looking at the OF Leaderboard totals I see that out of 6105 players who've submitted scores for the first level (less than the total number of App Store purchases, interestingly...), only 538 have played the challenge level. This is pretty convincing evidence that most people haven't realised it's available immediately! Entirely my fault of course, and I'll be working to create a more obvious separation between Story and Challenge levels in v1.1. It was always my intention with Aftermath not to make a standard twin-stick shooter, to try to find an iDevice-friendly way to bridge the gap between "twin-stick" and console 3rd-person shooters. I know that the solution I came up with won't appeal to all but there are problems with the fixed camera-angle "Minigore" controls when the player character is in a dense environment like Aftermath's city. I want people to play Aftermath competitively but I think its key virtue is in the sense of place, of tension, that it evokes and I think that fixing the camera behind the player (like traditional 3rd-person shooters) is the only way to maintain that. For those that are having problems with the controls, I'd suggest experimenting with the Control Sensitivity slider in the Options menu - you may find a setting more to your taste. Please hit me with any more ideas you have about the control scheme (or anything else!) - I'd love to include alternate control schemes that complement the rest of the game. Cheers, Peter