Wow, this game is awesome! I'm amazed at the langth of just one campaign, not to mention all the user created content and mods. Speaking of mods, thank you for allowing the download of mods in game, it is very helpful. Really polished TBS that was well worth the money.
I believe the sale on BA is for a week. As for Panzer Corps, I like to tease Pip (via forums & tweets) that he's actually done with all the porting/re-coding and he's just having too much fun to release it to the rest of the world; however, Pip has said that the project has moved slower than hoped due to the complexities of the game engine + touch UI as well as other competing priorities within Slitherine. Based on back and forth conversations via forums and tweets, I definitely don't get the sense that PzC iPad is delayed by lack of desire/energy behind the project. I believe Pip has said not to anticipate seeing Panzer Corp for iPad until some time in Q3. Given that we're in June (end Q2), I'm personally not expecting to hear much more until September/October...but I remain hopeful! --DotComCTO
That wasn't really my question, but by the responses and the BA2 talk I would imagine the answer is a no. It wasn't a hard question.
If we considered it needed improvement then we would be working on it as part of the constant improvements we make. If there are things you would like to see improved, then you need to let us know, and the Slitherine forums are the place to do it, as more of the team will be able to read your comments. Cheers Pip
If it helps: buttons and hit areas are small, unit orders are small and close together, double tap unit selection can lead to miscommunicated manoeuvres, too many confirmation (and small) buttons throughout the flow, flow itself could do with some refinement. It feels like it would work perfectly with the precision of a mouse, but I don't feel it is as user friendly as it could be on an iPad. It needs a bit more sensitivity in design for the platform, my main hurdle is the interface, otherwise it's a great game.
Slith, Can you share with us the number of purchases during the recent 50% sale? I'm curious about how many found the $9.99 price point irresistible.
I'm sure it's too late in the development cycle, but the game would really benefit from having the same tutorial as the one in the PC demo. For those who never played the computer demo, it includes an expansive tutorial touching on nearly every aspect of the game, and plays out (IIRC) as one long, large-scale mission. The ios tutorial comprises some 3 mini-missions in which only a portion of the GUI is explained, and nothing about unit facing, firing from distance...i.e. any actual gameplay. If you own the ios version and find the learning curve steep, I recommend playing through the PC/Mac demo, if possibld.
The BA sale went very well. We cant reveal numbers but we decided to keep it on sale for 1 more week. This is probably the only sale you'll see so don't miss out! 50% off till June 30th!
I think we will definitely take a similar approach in BA2. It's probably a little late in the day now to switch across, mainly because there are demo-only features and data we would need to try and weave back into the main codebase. That said, it might be possible to try and build a downloadable version that users could grab. I would have to check. Cheers Pip
Maybe even just get someone to record the tutorial, and put a link to the YouTube video in the game. "Click this button to see an extended video tutorial" etc.
That's an interesting idea, although they are slightly different depending on platform (e.g. iOS vs desktop). Cheers Pip
You're missing out, then...... This game has a gigantic amount of content, both via IAP, free and user contributed. Without the IAP even, I got my $20 value in the first week and it just continues to satisfy... Thankyou to the Slitherine team for producing such a quality product...