Ok guys, quick heads up: we did fill our beta test quota. Special thanks to Arta for getting the word out: Clutch move sir! More content coming and I'm sure you'll be hearing more from the testers as to what they thought in the next few days or so.
We're hoping to get it going later this week. But we haven't heard back from a few people so, if you've messaged me that you were interested and I got your email but you haven't heard anything let me know ASAP. Thanks all!
Glad you like it Whiteplayer3d! Hey guys, if I am still waiting on your UDID make sure to send it in by today because I will be sending out the build on Monday! Thanks!
I don't get it....even the first Super Mario Bros. used 2 buttons and had power-ups (mushrooms, fireballs). Plus, you could run and duck. So why must almost every IOS platformer just have right / left buttons and a jump button, with no power-ups in sight? Are you guys all trying to appeal to 'teh casuals?' I like a good run-and-jump as much as the next guy, but I'm tired to platformers with average level design, no sense of progression, and bland enemies. Someone needs to play Yoshi's Island and not-so-blatantly copy every aspect of that gem.
Because the iOS doesn't have that much space to put a lot of virtual buttons into it. Maybe the iPad.
True, but just to counter, Robot Wants Kitty has a lot of buttons. Subscribe to the TouchArcade YouTube channel And I think an iOS platformer with multiple mechanics could work with streamlining this a bit. Having powerups activate when you touch HUD elements at the top ala supers in Street Fighter Volt and King of Fighters-i. Also you could have a frequently used ability simple mapped to an side to the screen outside the virtual control area, like camera movement in Gameloft shooters.
True. All I wanted from this game was powerups. But, you have to put the buttons perfectly or the games controls could be a complete disaster.
I finished beta levels first and got 10$ gift card! Sorry to rest Not to brag. Anyway, this game rocks. Just don't like the option of joystick
When did you finish the levels? Cause I woulda beat you, but I had to go to sleep so I finished them today.... Sad face. But its all good. I have a lot of money in the bank (iTunes bank in this case)
I was just going to ask if I write my opinions here, in email or with Testflight somehow. Guess I can do it here? Overall I like the game, I think there are improvements that could be made to character handling and level design. Simple, but I'll go into them in detail like I've done with other devs. Hate the joystick. I understand it has to there for the touch anywhere option, but for the visible controls there needs to be options for analog d-pads. That's because d-pads allow for more accuracy and finesse. Analogs work okay for speedruns when you're constantly moving and blowing past simple obstacles but when you want to stop for an instant and gauge a jump (upon enemy or tricky platform), you have to jump and swipe on an analog stick rather than jump and tap a little or a lot in a direction. Plus it's just quicker to simply rest your thumb down and start moving. Roboto ran into this same problem upon initial release. http://forums.toucharcade.com/showthread.php?t=101940 I also think the handling is decent but could be improved a lot. Platformers on a touchscreen require a great deal of control over your character in order for the player to feel comfortable. Timmy doesn't have a lot of midair maneuverability. That means no midair correction when making tricky jumps - Try stopping at a tricky ledge. Then simply move forward and jump to the next one. Not that accurate. - Try jumping straight up and then moving left or right to jump on an electric rabbit. Doesn't work well at all, and doesn't feel good. - Try running in one direction, jumping then turning back. The character's momentum commits so much that turning around in midair barely makes you reverse a millimeter. This adds to the lack of midair correction. My personal standard for midair manuerverability on touchacreen platformers is: you can take off at a full run, jump, turn back and forth in midair, and still land in the same spot. Timmy has great basic jumping horizontal distance and good vertical jumping distance. I originally thought wall jumps were too tiny vertically, but then I realized that the longer you hold the jump button the higher you go, that's a nice touch. Still wish wall jumps were a little quicker. Level design for world 1 is good though a little bland and I got a little sick of those alphabet boxes, seems like a random replacements for proper ledge platform and hidey-hole design. Level 2, now that's more like it. Loving it so far. The game loads levels at almost the snap of a finger. Visuals are clean and retina ready. Great overall artstyle, simple decent animations that are reminiscent of Hungribles and Wispin (I hate the design for the snail enemies though). I wish there was some visual flourish with the kid celebrating at the end of levels or making a sound when he jumps (or at least I can't hear it over the music). Overall levels feel good but are a tad quiet visually for my taste (like Hungribles). Then again, that might be asking too much production values to liven up the backgrounds a bit. Music for level 1 is a little more action adventure than the whimsy I expected, level 2 is more of a Mario dungeon level type stuff that I really dig. Bug report: - At the end of level 9 of "Shy Timmy" at the level complete splash screen, you continue to hear footsteps after the music flourish ends. - Sound effects for Timmy, enemies and flames completely disappear after you kill the first snail enemy in the 2nd world. That's my first impressions after running through the first 11 stages repeatedly for about 40 minutes. I'll try more tonight.
Well he said I beat the second one by five hours, maybe it was you after waking up. And I'm not sure, I left my feedback my mail. Anyway, level 2-8 was hardest as wall-jumping wasn't so easy.