I mostly play with my thumb on the right side and occasionally on the left side if I'm tired. On Hyperspace and Void I can only play with my right thumb due to the level of dexterity required.
Heyyy!! There she is, lol. I have to agree, this is a top notch, twitchy flyer. Glad you came out of your shell!
I knew TA wouldn't have the balls to give this game the 5 stars it easily deserves. The Dodo game has eye searing graphics and animation, but it really isn't a great game. Also, they found the controls 'squirrelly'? Seriously? These are the most precise controls imaginable, anything less and you would not be getting far in this game. How much did they even play it?
It takes more balls to able to read an opinion that slightly differs from your own without feeling a need to attack the other person's integrity. Sheesh, if that wasn't a glowing review I don't know what is. In any case, "TA" didn't write the review, Shaun Musgrave did. Shaun isn't the one who reviewed the Dodo game, so I don't know why you'd expect them to be judged by exactly the same criteria.
The first endless runner/flyer that can even touch Canabalt; and it surpasses it. No coins, no IAPs, just you against the universe. A game that harkens back to the golden days of iOS gaming. A masterpiece.
Too bad you feel obliged to attack another game to defend the one you like. I just finished the dodo game, and i had a really good time. I don't know what is a great game, if dodo master isn't one.
So is your post, cool. With all this beautifully distracting backgrounds, this feels like a sequel of Canabalt, where "Michael Jackson", after so much running, finally finds a spaceship and flees..into the next disaster. *cough* beein in the top 10 (yet) on veteran suggests that i get along damn well with the controls and yet, i don't feel at home with them as with the other two top classics. This little, yet important tiny bit of sensitivity that my brain and my thumb are missing. But thankfully it's nothing that couldn't get adjusted by Laser Dog. Looking at GC, not many people are able to play "void", me neither. 8k's to unlock seems to be beyond my skills. Addictive playing and my best is 5.7k. Maybe something the Devs already thinking about ? Edit: adjusted as an option, of course Edit again: i put on Baranowski's masterpice RUN! and made 7.6k in the first try, darn. Perfect track, omg !
It's nice to see that I'm not ALONE (did you see what I did there?) in drawing similarities between these two fantastic games. Great post.
Great game, but I feel like I'm never going to get a high enough score to unlock the other levels. Can't wait to get to the red one.
I didnt agree with the review but i found the Swing Copters news item even worse as the game of the week etc. But its a review, dont take them so seriously. Reviews wont please everyone as we all have different tastes, i like reviews but i use them more as a rough guide. I personally think this game should have got 5 stars as its a great platformer, very polished and also done by an indie dev with no IAPs. I look forward to this guys next game
I reported a bug playing perfect mode. Happend six times that i got a black screen, always at 4k. Before i re-dl; only me ?
Game Impressions The golden rule of game development has always been: "If the game is too hard for you to play as a developer, you need to tone it down to where its just hard, then make it about 50% less difficult" This game is great. It plays great, it reacts great, there's a great feeling of achievement when you manage to get through a difficult situation, and the soundtrack is phenomenal. It almost replaced Canabalt for best thing to play on the train for me, except... Unfortunately the game is too random. Too often will it put you in impossible situations. Two rocks at the mouth of a tight cavern, three lasers straight at you while you're travelling a tight cavern, etc. It took me about 10 hours to get to 6 km in pro only to have the game ask me to do 8 km on the next difficulty. The only way that's possible is through some really really really good luck of not running into an impossible situation. I suspect it might be a little easier on an ipad, but on the iphone i'm not going to attempt it. Don't get me wrong, I applaud the developer for trying to design a difficult game, but there is a distinct difference between 'difficult' and 'you just need to get real lucky to make it' My suggestion would be to move the unlocks back down to 4k per difficulty, since you can make 4k with only reasonable luck. After 4k, if the otherwise small % chance of running into an impossible situation hasn't occurred yet, its bound to happen based on just how long you've gone without running into one. Once you have unlocks you can challenge people with achievements, bonuses, whatever. Right now more than 99% of the people who own your game are not likely to ever get to play on Void, and that percentage is probably generous. Until then I'll just stick to veteran. I really like the game, but right now I don't feel challenged by the harder modes anymore than I feel challenged by losing at a roulette game.