Universal Battleheart (by Mika Mobile)

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

  1. rozetta

    rozetta Active Member

    Jan 12, 2010
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    Anti Virus research
    Helsinki
    Gestures could be used for control, as stated for things such as double-tap, two-finger tap/swipe, pinch, etc.

    Currently there are three problems with clumped units:
    - moving a specific unit away from a clump
    - selecting a unit to use an ability
    - dragging from cleric/bard to unit

    I normally keep AOE knockback or crowd control available for these situations, if possible to buy some time to reorganise the group. AOE heals and taunts are also a life-saver, depending on the situation.

    As an aside, clumped enemies also cause targeting problems.

    Additionally, characters often get lost behind either mobs or other characters. This is especially fatal in situations where that character is taking damage, but you can't see them (e.g. someone behind the slime boss, standing in a puddle.)

    In clumped situations, often it's hard to tell who you're targetting if you have two of the same class in the party. Otherwise, the spell buttons are enough of an indication.

    Perhaps some sort of arrow could appear above a character that is obscured, so you could click on that arrow to grab the character? Or perhaps the health bars should show through mobs. It might look ugly, though.

    I do like the idea of making the mobs and characters naturally move apart if standing too close. This would improve the clutter. Of course, one problem is the actual movement speed of the characters, which is by default a little slow and doesn't lend well to tight situations. You need to be, in most cases, a little more proactive to not get into these situations than reactive in getting out of them (and as stated above, blow cooldowns to buy time).
     
  2. Wired360

    Wired360 Well-Known Member

    Jun 12, 2010
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    Medical Student
    also would it be possible to have the selection area a few millimeters above the finger rather than directly under. It would help us see what we are selecting to target.
     
  3. Chiller ONE

    Chiller ONE Well-Known Member

    Sep 20, 2008
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    Sweden
    Dlc?

    First of all I'm way too lazy to read all 30+ pages so sorry if this has been asked before.

    Are there any plans for DLC? Like new Characters, Maps, Gear and stuff like that?
    I have all characters at lv 40+ and all the best gear there is so I would be more than happy to pay for new content.
     
  4. iGod

    iGod Member

    Feb 14, 2011
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    Reykjavik, Iceland
    I'm extremely pleased with Mika's job on this game I just can't wait for the new content. Which is why I suggest you perhaps charge for a new character earlier or have holiday characters that you can only purchase for a limited amount of time (Especially if you go for the multiplayer option down the road) This way you could spark some more revenue and be able to crank out more updates to appease fans and make them frequent mikamobile buyers for your next few games and etc.
     
  5. hotpotty

    hotpotty Well-Known Member

    Oct 22, 2009
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    Australia
    Hi Mika,

    ABSOLUTELY PERFECT GAME you have here!!

    Just one really quick question you've prolly been asked 907 times before:

    Any chance of Game Centre and achievements in a near/future update? You would make me a VERY happy little Vegemiter!! Rosy cheeks and all!

    Best,
    hotpotty
     
  6. mineralfellow

    mineralfellow Member

    Feb 10, 2011
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    One thing that might make things slightly easier: When a power is almost ready, but not quite, i sometimes get confused and start trying to hit it 1-2 seconds early. It would be nice if it were grey until it is ready, then become full color.
     
  7. Chuchichäschtli

    Sep 9, 2010
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    This!
     
  8. vigilante

    vigilante Member

    May 12, 2010
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    I agree as well. That frustrates me more than any of the control or stacking issues.
     
  9. wolpak

    wolpak Well-Known Member

    Feb 7, 2011
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    I have mentioned before that a good visual way would to have the units do thier little selection/level up bounce as soon as an ability is available. That way you can just see then bounce or bounce and blink and you know they are ready to go. And keeps with the cutesy theme.
     
  10. pkt

    pkt Member

    Jan 25, 2011
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    Agreed.
     
  11. Liv Games

    Liv Games Well-Known Member

    Jan 25, 2011
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    Founder, CEO Liv Games
    USA
    Hey Mika, awesome game. been playing it between Legendary Wars development.

    Was happy to see us featured together on Attack of the Show :)

    Congrats on the success.
     
  12. dboeren

    dboeren Well-Known Member

    Jan 7, 2009
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    Some good ideas here.

    I would also like to see an option to make party members blink red when their health falls to some threshold, say 20-25%? When characters are stacked you may not notice someone is almost dead (because it's hard to see who's getting hit) and this could help. Or, the unstacking fixes may remove the need for this.

    I don't get to play nearly as much as some people but I finally have all my main characters up to level 25 or better. Just 5 more levels to go to have all the abilities! It would go a lot faster if I was just leveling one party but I'm trying to do several. We're past the golem and working out way through the third map now.
     
  13. jwei44

    jwei44 Well-Known Member

    Dec 4, 2009
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    High School Graduating
    California
    Farming the slime boss is fast EXP :333

    Btw, i love this game!
     
  14. MikaMobile

    MikaMobile Well-Known Member

    Feb 14, 2009
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    This is something I was planning to do, but just haven't gotten around to yet. Particularly I think it would make sense that a unit's health bar doesn't "hide" when they're at critical, it just stays visible when its below a certain threshold, and maybe flashes to boot. Either (or both) are easy additions.

    @Liv Games - Yup, that was a pleasant surprise! Congrats to you guys as well. :)
     
  15. Azuvidexus

    Azuvidexus Well-Known Member

    @MikaMobile: It was probably asked before, but any chance of allowing the health bars to float? Sometimes some bosses go over it and it's hard to see the health (when it's visible) until it's too late.
     
  16. MikaMobile

    MikaMobile Well-Known Member

    Feb 14, 2009
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    This is actually something we won't be able to do without massively overhauling our graphics, and sacrificing performance in the process. Part of how we get so much crap on screen to run as smoothly as it does is to render both a character AND its health bar in a single pass. This means more stuff can be on screen at once and still run smoothly... but it also means that anything rendered together has to be on the same depth relative to everything else.
     
  17. Cydoval

    Cydoval Active Member

    Nov 18, 2010
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    #1497 Cydoval, Feb 18, 2011
    Last edited: Feb 18, 2011
    This idea of the map flooding is awesome or spikes coming up/ poison cloud anything to diversify th experience, right now I'm farming for t9 staff then I'll have all the weapons so I'm ready for some new content, I agree with the statement that bosses make this game, mika keep designing new and interesting content and we will constantly support and add suggestions

    Edit: I think the easiest and most efficient way to add some replay value is to make hard mode/hellmode. For instance after the last boss let us replay the whole game in hard mode, new items maybe new skills.
     
  18. JunoWhoIM

    JunoWhoIM Member

    Feb 17, 2011
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    Definitely agree with this one, like everyone else.
    A couple ideas I had about this-

    1. Have a white outline around the abilities when they become available. Just having the square flash when it becomes available is easily missed.

    2. Instead of having the cooldown shade move bottom to up, have it do a clockwise radial wipe instead. The problem with the shade is that it's hard to discern the top line horizontal with the shade so we end up spamming the button until it takes.

    Radial wipe, white outline. Just more options to think about.
     
  19. JunoWhoIM

    JunoWhoIM Member

    Feb 17, 2011
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    Some more ideas I had that may help (or hurt) the game.
    A lot of these will add more clutter to the screen real estate, but I thought I'd bring them up for consideration. And as you mentioned, any additions you add to the UI would be made optional, so perhaps they have a chance for implementation-

    - Like many have said, hero icons so we can select our chars that way.

    - If said hero icons were ever implemented, then maybe a 3 dot status below each icon - each dot would correspond to active abilities - and would light up (white from gray) or turn green from red whenever the ability becomes ready. That way, I wouldn't have to constantly cycle through all my characters to see whose abilities have finished cooldown.

    - Have an additional icon or two for preset locations for all characters. The location configuration could be set in an options menu. That way, when my characters get blown off the screen (still happens from time to time) or maybe I need my characters to spread out or gather up, I can do that with a press of a button. Or if I'm kiting my enemies, I could toggle between two configurations to keep them moving.

    Thanks for an excellent game, MikaMobile. I feel I may be neglecting my newborn son a little bit because of it. No I'm not. I'm a good father. But anyway, great game. Thanks!
     
  20. JunoWhoIM

    JunoWhoIM Member

    Feb 17, 2011
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    Oh, and finally, last one I promise.

    Achievements - at first, I didn't care for Gamecenter integration. But as I get further into the game, I can see the appeal as we are devoting lots of hours to creating our uber party and it never sees the light of day. Or light of the Internet. As everything is local to our device.

    If a socially shared achievements/highscores system is implemented, then some categories that we can strive for and thus increase the motivation for post-endgame continuation:

    - Speed kill - fastest times for downing each boss

    - Highest # of kills for each arena

    - Maybe a listing of group configuration for each record time/kill count so people get an idea of what party compositions are using for best results

    - And maybe a survival mode - arenas currently meter out how many enemies are on the screen as the party downs the enemies. Instead of having enemies spawn triggered on party kills, having them trigger on time expirations. That way, we would be forced to kill at a rapid pace, instead of pacing ourselves as we currently do to have our cooldowns maxed. Understandably, having enemies spawn on a time schedule can result in a large number of sprites on the screen at one time, which can result in memory/CPU intensive situations, so I know this survival mode is unlikely. But if you somehow pull it off... then a Longest Time Survived highscore would be in order too.

    - For each highscore category, there could be an All-Time, as well as a Weekly one that resets every week, so those of us who can never aspire to All-Timers can at least have a weekly chance to get up there.

    Thx!
     

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