It'd be all too easy to blame the other guys for that one But the truth is we all pitched in creating goals, and tested them all thoroughly. However, you're not the first to comment on the difficulty of triple backflips, so it's definitely something we'll aim to address in future updates. My advice is to play as Maya, keep up your speed, and wait for one of those big steep hills (if you get a kicker ramp, even better). Of course! Paz (as AppUwrapper rightly points out) is the polar opposite of Maya. He's heavy and strong, allowing him to build more momentum on hills, but flips more slowly. He also has a much longer "sonic boom" (the term we used for the forcefield effect after landing tricks), allowing you to smash rocks more easily. If you get a rock smashing goal, Paz is your man Thank you so much! It's feedback like this that makes it all worthwhile! To address the Ski Safari thing - it was of course an inspiration. We've all played and love that game. But our primary motivation was always to make a fun new 2D snowboarding game with it's own voice, working hard to distance ourselves as much as possible. No matter what, comparisons will be made. Such is the world of art and games. For what it's worth, we've spoken with the Ski Safari developers, and they're completely cool with it: There's also another 2D snowboarding game coming out very soon called RAD Boarding. It looks incredibly cool, and I urge you all to check it out! This is going to be the first major thing we look at for future updates. We tried to keep things as simple as possible for launch (due to being such a small team) and then gauge the response. Looks like this is just the beginning for Alto and his friends Again, this was all about keeping things simple, both from a time management and gameplay perspective. We wanted the game to be immediately accessible for all age groups, but with enough depth to allow more experienced players to gradually master the controls and pull of increasingly more elaborate combos. All taps are registered equally - there's nothing fancy about the controls. We wanted them to be as simple as possible. Tap to jump, hold to flip. One button gaming at it's purest Thanks again to everyone who's playing!
I landed the 2 backflips with the first character but unfortunately Im ony level six at the moment. I know this has been asked before but how are characters unlocked?
Welcome harrynesbitt ! I chime in for your beautiful work you achieved, congrats. The TA review is spot on and well deserved, as well. I unlocked Izel and the chase for goals or highscore has taken a very nice turn concerning depth in this game. We really have to adjust the approach with any character. I'm really glad about that. Besides new tricks and maybe some more in the shop, i only want the pause button on top and be able to play my own music but with the important sfx sounds on. Volume sliders would be very appreciated, please. Btw, i like the in-game music, but it can get a bit tiresome. Keep up your good work, thanks. Edit: @icoker Beating stage 10/20/30...gives you the next character.
So no one takes the blame, eh? As you can see in the photo above, I finally got it -- after much perseverance! But the main issue I complained about (actually, the only thing, really) in my review was that you might achieve goals earlier on but they don't count later when you actually have it as a goal. Even in the TestFlight preview, I got stuck on some goals for a long time and got pretty frustrated. Have you guys considered maybe having a long checklist of goals instead, and every three random goals you complete, you progress a level? I don't know if that would completely break the game -- was it considered and it just wasnt what you wanted for it? As for Paz, I'm still trying to find the right use for him, but after playing so much with Maya, he feels so awkward. I keep falling on my face. So I switched back to Maya until I can play Izel again.
Oh, i forgot something. I'm playing with my left thumb down in the pause area but to restart the game i have to crossover to the far right side. This feels very awkward (to me) and doesn't make this game a one-hander anymore. I know that if you want/have to use the wingsuit, the other hand is needed, but still if it could be done like Canabalt, touch anywhere to restart, that would be very appreciated. Edit: i activated the suit for the third time and all can be played with my left thumb, so...please ?
woot! someone from the dev IS here and they have more content and things to buy from the store planned as updates! So we CAN have it all sometimes This is one of the very rare games, that for me, i start out chilling and enjoying the beauty of it, and if i get a good run going, i get all anxious about keeping it up and surpassing my highscore! Also stuck on the two-triple-backflips-in-one-run but i'll get it soon!
Very nice game. Don't usually like one touch but I'm totally enjoying this. Two triple back flips in one run is brutal though compared with the previous challenges. Seems to me it should be two or three over time at this point and two in one run later... I feel like I'll never get it but I'll keep trying... Update: did it! Not only that but I landed three. I take back my earlier statement. I do think it would be great if at the end of a run th results told you number and type of tricks landed and also showed a ribbon when any of them were broken. I.e. Longest distance, best combo etc. the info is already in stats so seems like it wouldn't be too hard. Great game
So, the backflip over a sleeping elder, what's the trick? Using maya, I can almost always jump when I see the exclamation mark, and land upside down on the fire which bounces me forward to land safely. I'm not getting th goal because the backflip isn't completed before I land on the fire? EDIT: wow, nvm, literally got it after posting. I guess I was jumping too early or something, it wasn't registering. And I agree, the two triple backflips in one run goal was ridiculous, and not in a good way.
I just think the two triple backflip should have been a later challenge. The next few levels I breezed through, absolutely no challenge comparatively.
@devs: I've played on my iPhone and unlocked the wings, and now I'm playing on my iPad. It says the wings are unlocked, but there's no button on screen to activate them when I've done enough tricks. Believe me, the character is flashing as if I had enough energy to activate the wings, but the button which appears on the left on my iPhone is inexistent on my iPadÂ… any help?
The problem is that by not having Paz unlocked yet, the player (probably) doesn't understand the insane impact speed can have on that fraction of a second you need for the third flip. I eventually came to that conclusion, but after about a day of trying, maybe 30 some attempts. That and the elder backflip goals are the only ones so far I had technical issues with. I'm currently on Lvl 28. As a BIG SUGGESTION for the DEVS however: the way the goal system is set up mean absolutely no incentive for a player like me, me who doesn't care about the max score to continue a run after the gols are met. This breaks up the game play a lot. I understand a basic marketing tenent is to keep the customer engaged with your product as long as possible cause the chances of buying something go up, but considering this is a premium game, I don't understand why the next set of goals doesn't kick in. There's no design philosophy served (that I can see, so I might be wrong) by making me purposely take a dive so I can move on to the next set of goals and unlock more chars so I can enjoy the game more. I also suspect that for score driven players, they're just going to keep playing anyway and not care about the goals or chars as much, so having the next set of goals kick in without the level ending would bother them all too much. Considering some goals are virtually unachievable with some chars (triple backflip twice in one run IF Paz would have been available that early? No way...), the run's gonna end eventually. I imagine this would take some work to do, which might not be worthwhile considering yall could me making more art assets. Love the procedural algorithm btw, feels super natural and varied. Just my two cents, but I feel it's more like two quarters in this case. The way the goal system is currently makes me stop playing every time I pass a level so I can start a new game. Oh, and one more thing, this one for PLAYERS: anyone else avoid feathers like the plague? They reduce the coin and llama percentage, and rocks are so rare that I find they're generally not a problem unless I zone out completely. I don't see the point of the feather since obstacles aren't frequently encountered.
Anyone get the 6 llamas in one village? Is there any way to control it, or you just have to keep trying till you get lucky?
I've noticed this with myself lately, too. I don't purposely end a run when I complete the goals, but I think I relax and subconsciously don't try as hard to continue, even though I do care about high scores. It is a weird design decision that the next three goals don't unlock automatically, even if you're in middle of a run. It was most noticeable for me when I completed the "outrun two elders in one run" goal and i continued, got a third elder... And then when I completed that run, the next goals opened up and one was "smash a rock while being chased by an elder." I could have completed it already if it had automatically unlocked. And I still think the rigid linear progression of goals causes a lot more frustration than simply a checklist of 180 goals, every 3 progressing you to a new level. Still love the game and am probably too obsessed for my own good. But I think the goals cause some unnecessary frustration sometimes for such a relaxing game.
Maybe I got lucky, maybe I was just patient enough, but I didn't find this goal so difficult to achieve. Please don't make the game too easy just because of a few people's impatience. It seems most people are enjoying the challenges. I also disagree about the complaints of some rocks being too difficult to spot. At least on the iPad mini I don't have this problem. The game visuals is all about subtlety, so again, please don't change things that don't need to be changed.
Also @appunwrapper I'm a fan of the challenges, cause they make an otherwise goal-less game more engaging. Not sure a big checklist would be better cause you could easily knock out 20 easy goals in one run. Deep deep dungeons of doom did it best: random goals that auto generate every time you complete one. I could see that working out insanely well once the final linear goal is achieved. I also don't think the goals are too hard, quite the opposite. What I'm saying @hvianna, is that some goals aren't realistically on par with the game's mechanics. Two triple backflips in one run isn't inherently hard, it's hard because you need to have the absolute best conditions to pull that off without a wingsuit, which is unfortunate since the game relies on random environment generation. So a goal that in theory relies on skill, is also fundamentally affected by blind luck. Btw, most of the people on here are definitionally not impatient because they're not asking for a 99 cent unlock everything IAP, they're addressing legitimate complaints based on game mechanics. I agree with you on the rocks thing, they're not a huge issue for me either. But I think considering how crisp the visuals are, the gameplay should also reflect a similar philosophy, which it does for the most part, which a few exceptions imo.
I don't think completely random can work for this game. Imagine if you got the two triple flips with only Alto unlocked? You'd probably be stuck there forever. And there are character-specific goals, so those definitely can't be random. Maybe after you unlock all characters, then the goals can randomize. I like the goals, as well. I just think they might be done a little better. It feels silly when I finally complete some difficult goal to find that the next level consists of something I just did in my previous run. Maybe there needs to be a better progression? Bc, like you said, the few levels after the 2 triple flips were easy to knock off. I'm now stuck on the 6 llamas and it seems like something completely out of my control.
That's a really good point, it might be too time consuming to fix with code to make sure it doesn't happen. I'm also on that one, the rock bounce to grind seems like it's gonna suck, haven't event tried to consider the llama one yet.
I need to do the rock bounce, too. But I've done that by accident a few times, so at least I can *try* to plan for it (I think). But I really have no idea about the llamas. It's hard to even tell where a village starts and ends, and I've no idea how many llamas I normally pick up in a village.
Edit: again just got the goal after posting. I think the idea is that 80% of the time, in a village where there's a corral, that one has 3 or 4 llamas, so there's a good chance 2 more of them are gonna be running around. It's 100% luck. I think village = houses, not grind banners, so as soon as you see a house, stay on the ground. I've almost never seen a village without a llama corral.