Universal Battleheart (by Mika Mobile)

Discussion in 'iPhone and iPad Games' started by Haruhi, Feb 1, 2011.

  1. Tyra

    Tyra Well-Known Member

    Feb 3, 2011
    274
    0
    0
    Illustration & Graphic Designs
    Germany
    Wow, you are right! Wallpapers - with that more than great artwork - would be ... just WOW!

    I am looking forward to that! ;)
     
  2. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
    6,307
    0
    0
    Forge World
    +1 for wallpapers for my iPod touch.
     
  3. starcat

    starcat Well-Known Member

    Feb 7, 2010
    385
    0
    0
    ok im not trying to troll here but can someone PLEASE explain to me why everyone wants such a rediculously easy way to play a game based on strategy and micro management.. thats like saying you tap a button playing starcraft and you have Dark protoss tree and skills already built. why micro manage when i can just double tap?

    hey instead of leveling up your toons lets double tap. now they are all level 50!

    oo how about if we double tap them again and it automatically gives us all the gear too.
     
  4. oooooomonkey

    oooooomonkey Well-Known Member

    Jan 15, 2011
    6,307
    0
    0
    Forge World
    I personally like the controls just the way they are and don't really want them messed about as that's how I've been playing for over 8hours now.
     
  5. Technically you can 1+A click and have your entire 200 food army attack something. Which is the same thing we want here. Still gotta micro their spells though, or micro targeting, in case you don't actually want them all beating on a single mob while maybe the healer got aggro.
     
  6. lucrezio87

    lucrezio87 Well-Known Member

    Nov 2, 2010
    337
    0
    0
    Italy
    why don't add 4 small portraits on each corner of the screen? clicking on them will select that hero..
     
  7. Weilder

    Weilder Member

    Jan 20, 2011
    8
    0
    0
    Why not scrap the graphics and the touch mechanic all together and have a text based game?!

    Some AI to stop stacking is all that is needed, if the player moves a character into the position of another character then the other character could move out of the way slightly, but its not as big a deal as people are making it out to be
     
  8. wolpak

    wolpak Well-Known Member

    Feb 7, 2011
    122
    5
    18
    Of you are going to play me versus the world, at least say everyone BUT ME! Oh, and I am not trying to troll either, but it's ridiculously.

    So, if it was already incorporated into the game, would you say this game sucks cause it is ridiculously easy cause I can double tap a monster and have everyone autofocus it? Do you even know how it would affect the game? me neither. What it does do is it alleviates some of the built in drawbacks of playing a game like this on a tiny device. What makes more sense, that your mage or barbarian is just standing there while a big monster pounds on your knight until you manually click on them? It gives you the ability to make sure nobody is doing nothing and that makes the game better for everyone. Even you.
     
  9. wolpak

    wolpak Well-Known Member

    Feb 7, 2011
    122
    5
    18
    These comments are silly. So, what you are saying is that advancements to help select your character is bad because it's taking everything away from the game and making it like a text based game? Talk about hyperbole. Is it a big deal? No. Do I sometimes drag the wrong character to another spot? Yes. Does that HAVE to happen? No. Why err on the side of things not working correctly?
     
  10. makitango

    makitango Well-Known Member

    Feb 6, 2011
    149
    0
    16
    the ui in combat is perfect as it is right now. it's even better than the one of other games since you get enough space to handle your group.
     
  11. Teh_Ninja

    Teh_Ninja Well-Known Member

    Mar 12, 2010
    1,891
    0
    36
    Waiter at Chili's
    Dallas
    #1091 Teh_Ninja, Feb 9, 2011
    Last edited: Feb 9, 2011
    EDIT: Although it may not be just the Red Slimes, I think his(Knight) Revenge skill causes the game to crash...


    YES YES YES THIS IS THE CRASH!!!


    I figured it out, and can replicate it everytime.

    When you use the Knight and have "Revenge" equipped, then use "Shield Wall" as the Red Slimes are about to die the game crashes!!

    Thanks hypervision, I knew there was something that was causing this...

    EDIT:2 Yup it's the "Revenge" skill, because the "Fortress" skill does NOT make the game crash/
     
  12. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
    3,212
    29
    48
    New Jersey
    Is revenge even marginally useful?? I tried it, just didnt seem that it was doing anything.
     
  13. Teh_Ninja

    Teh_Ninja Well-Known Member

    Mar 12, 2010
    1,891
    0
    36
    Waiter at Chili's
    Dallas
    Yeah, you don't take as much damage.
     
  14. MikaMobile

    MikaMobile Well-Known Member

    Feb 14, 2009
    629
    36
    28
    So yes, the culprit is revenge, I just tracked down the issue. Apparently on certain enemy types (notably red slimes), if Revenge actually triggers the killing blow on the enemy in question, there's a pretty good chance of a crash. Normally this is ridiculously rare because Revenge deals damage based on how much you took post-armor and damage reducing spells, so it really kinda does almost nothing against most enemy types.

    I'll be patching that up today. Special thanks to Cydoval and Teh_Ninja for assistance tracking down this particular issue.
     
  15. ArtNJ

    ArtNJ Well-Known Member

    Jul 13, 2009
    3,212
    29
    48
    New Jersey
    Ah that explains it. A buff would seem to be in order.
     
  16. porkozone

    porkozone Member

    Jul 28, 2010
    11
    0
    1
    I agree for the most part - although I have primarily used a Rogue when having a second melee character, so I may not have seen the extent of the issue.

    There is a certain charm to the simplicity of the controls. I'm not saying things could not be added or improved over time, but be veeery careful. I can only assume at your target audience for this game, but I would say it's not only for those that will keep leveling long after they've gone through the levels. This game is great because it can be either a casual game or a grinding game.

    For instance, I tend to agree on the surface that it's frustrating to go back and forth between the merchant and armory, but I've gotten used to it, and really, the changes I can imagine being made (some sort of tabs within a combined merchant/armory) essentially only reduce one click out of the process, yet will likely require a poorly labelled UI element to switch, leading many new user to not realize they are combined, etc.

    You've hit the nail on the head with an iOS UI for a game like this - many of the reviews mention that the beauty of this game is that you did not try to cram in desktop-style RPG controls into an iOS game. I agree wholeheartedly.

    In a nutshell, listen to feedback (taken with a grain of salt, or course), but be very careful before changing the UI. It could backfire more than it helps.

    I love, love, love this game.
     
  17. MikaMobile

    MikaMobile Well-Known Member

    Feb 14, 2009
    629
    36
    28
    Also, update 1.0.3 was approved this morning. Here's what you can expect to see in that update...

    V 1.0.3 Notes
    --- Gameplay Tweaks ---
    All special moves are now capable of dealing critical hits.
    Lucille's Vengeful Angel Aura deals 200% more damage and has greater knockback force.
    The Witch's Life Drain now heals the ally with the lowest percentage of health, not simply the lowest value.
    The Wizard skill "Enveloping Flames" has been increased in effectiveness
    The Cleric skill "Passion" has had its effective radius and power greatly increased
    Life Draining items have been increased in potency.
    Song of Vigor's cooldown has been increased to 30 sec. (up from 20) and it's healing effectiveness reduced slightly.
    --- Bug Fixes ---
    Fixed a crash caused by special moves which are used against targets that are near death, or become untargetable.
    Fixed a crash caused by using Feung's Wind Walk while a boss is in the midst of their death sequence.
    Fixed a rare bug which could cause two items to drop from a single arena battle.
    Fixed an issue with the map screen caused by loading different saved games at different levels of campaign progression.
    Fixed a graphical glitch caused by casting "Hex" on a boss.
    Fixed a bug which would cause skeletons and bats to sometimes get permanently stunned or terrified.
    It should no longer be possible for players to get knocked out of the boundaries of the screen by certain attacks.
    Life Draining effects, and Edwardo's healing song can no longer accidentally revive a player just as they are killed.
     
  18. Teh_Ninja

    Teh_Ninja Well-Known Member

    Mar 12, 2010
    1,891
    0
    36
    Waiter at Chili's
    Dallas
    #1098 Teh_Ninja, Feb 9, 2011
    Last edited: Feb 9, 2011
    :D

    No problem, I've already logged 13 hours in this game, which is a lot, lol.
    Thanks for patching everything so quick.


    So the next update will include a Ranger and Female Paladin? Also I was wondering if it's possible to add a 2nd playthrough which would be harder, and give more XP and better loot? Have you also considered a colored-loot system for rare items?
     
  19. Update is out, hurray!
     
  20. Guzzyo

    Guzzyo Well-Known Member

    Sep 30, 2009
    696
    0
    0
    Here...
    great to see that you are so involved in the game! a lot of devs just finnish the game and let it be done. no more teaks/bug fixes.

    With that said, i thought that we would see another class, as mentioned in one of your earlier posts.
     

Share This Page