Still waiting, no news is good news I guess. I've never had a submission get rejected so I don't expect we should have any problems. Zombieville 2 is coming along, pretty much all of the weapons and playable characters are done, the main tasks ahead of us are adding further variety to the environments and enemies, and replacing the current placeholder UI with final art. @Guzzyo - nope, just one pet I'm afraid. Didn't want to go crazy with artwork just for one guy. @mikkel1977 - in the interest of giving people access to the new characters as early as possible if they're starting a brand new game, they start at quite low level (2 or 3). A new map with new enemies and loot to acquire would be our goal for the next content update, though Zombieville 2 is our main project at the moment.
Hello Mika, sorry for say it like this, but most people dont like Zombieville as much as Battleheart why do you priotise this Game instead of your really long time Top 10 Game, and just bring some IAP to Battleheart im SURE you will get more money on this way. and you make ppl more happy. regards Movementcat
Count me in I would def pay some IAP for new weapons and armor or new classes or something to that affect
Don't just settle for co-op. Battleheart PvP could easily become one of the more popular e-sports for iOS. And unlike many other games, where the developers have to re-think the basic mechanics in order to create a multiplayer mode (kind of what Chair did with Infinity Blade, even though they did not have to ), in Battleheart, most of the mechanics are already there, as PvP could consist of two teams attacking each other on existing maps. Apart from the presentation of the new mode and the actual netcode (which, of course, is always the challenging part), there would be no need for additional implementations, as the basic mechanics of selecting characters and targeting enemies would work just as well for PvP.
Im pretty sure Mika has said they will work on multiplayer after they tried it in zombieville... thats what lead to zombieville 2 So hopefully we can expect something in half a year or so
Mika, At some point you said that making Battleheart the perfect game (in your eyes) was your number 1 goal. I understand that things change, and making monies adjusts things. Obviously Zombieville 2 is a priority now. I think charging 1 buck for a good content update would help in both aspects.
and how do you now this Movementcat??? MHO Zombieville its awesome battleheart just great. lol lol lol
Just wanted to address these two comments. We're not abandoning Battleheart after adding these two new classes. It's still the game I'm most proud of out of all of our projects so far, and I want to keep adding to it. That said, Zombieville is just as popular, or more so, and continues to sell very well over 2 years after its launch. For everyone who loves a deep RPG experience, there's someone else who just wants a simple shoot-em-up, and we owe those fans some attention too. Truth be told, Zombieville 2 is in many ways taking notes from Battleheart and adopting a great deal more customization and RPG-like mechanics, so we really hope it will appeal equally to fans of all of our games. The bottom line though is that we work on what we're excited about. Our priorities are not based on profit, or even what our fans are asking for to be perfectly blunt. We work on what will be interesting and fun for us to develop, which often means exploring new concepts, or changing direction midstream. Few people know that we actually had partially developed a space-themed twin stick shooter after shipping OMG Pirates, but after 3 months of development shelved it in favor of Battleheart. Many of the design ideas we came up with during those three months were rolled into Battleheart and Zombieville 2 in one form or another. The point is, our games are the product of experimentation, prototyping and lots of screwing around, and Battleheart wouldn't even exist if it weren't for this willingness to pursue new things rather than milk our past games for everything they're worth... otherwise you'd be playing "Zombieville Seasons" or something. Whenever this subject comes up, I always think of this quote from Henry Ford - "If I'd asked my customers what they wanted, they'd have said a faster horse." User feedback isn't to be completely dismissed of course, but trying to please everyone is a dead-end street.
That goes without saying. Everything from logic to common sense to basic experience with divergent gamer taste suggest it. When it is said, however, it is often used as an excuse not to consider player criticism, regardless of the validity and viability of the criticism. I have no doubts this is not the case with Battleheart and Zombieville, but I'd still say the expression bears far too many big-dog-gaming-company-making-excuses-for-overly-casual-and-shallow-gameplay connotations to be worth using in this context
I hadn't played Battleheart in a while. This thread and the impending update got me to play a bit and WOW!!! I had forgotten just how fun and good this game is.
Nice way of thinking Mika! Love your games! What are the other classes you plan to add to battleheart? (Yeah i know the ranger and the paladin aren't even out yet)
Hell yeah Mikamobile I think it's worth noting that Noah and Kelli have done an astounding job in producing hugely beloved games of impeccable quality as indie developers. The emphasis on being indie developers. So while everyone has an opinion on how what their priorities and development roadmaps should look like, it's fairly clear they've had to make some significant decisions to keep their overhead low, their skill sets expanding, the gameplay refined and their creative freedom intact. I, for one, am thrilled that they're updating Battleheart with new free content. Anyone else wanting more, I suggest you download a copy of Unity3D, Maya and CS5 and get to work. It's not easy. So please keep the entitled whining to a minimum.
Definitely, we've been using pretty much the same techniques to do the artwork and animation in all of our games and steadily refining it over the years. Battleheart was our best work yet, and Z2 continues that momentum. Naturally we'll put together a trailer of the game when we're close to release, so you can judge for yourself. I like the idea of a shapeshifter who can act as different roles by morphing into different states. A necromancer that summons a horde of AI-controlled allies was also on our original list, but was cut due to his relative complexity. Don't hold your breath though, we got a lot on our plate first.