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Discussion in 'Pre-Orders, Soft Launches, and Upcoming iOS Games' started by Ether Games Design, Jun 6, 2018.
PvP and Survival modes are both planned.
Currently, ZWar1 is 100% single player. PvP is planned. But we want to get the single player campaign experience playing great first.
Correct, IAPs are disabled. We didn't want players spending anything in the beta. Just enjoy playing the game with the resources available. ZWar1 is currently 100% single player. PvP and other game modes are planned...
Guys, could you please send a TestFlight invite? The link is still dead, can’t do anything. My mail - Legion180@mail.ru
We're sending you an invite...
Same as Legion180. My email is firstname.lastname@example.org, thank you!
We will send you a link. Hope you enjoy it!
Hope you enjoy it!
started to testing and no bug for now,work good on ip6s ios 12.0.1
I haven't received the invite yet.
Hi J05H - you should have it. Let me know either way.
Thanks for the invite!
A bit of feedback.
The game has a bug at the beginning, when the game tells you to buy stuff, if stops reacting on taps when you need to buy the helmet.
The aiming system is a bit uncomfortable, I'd prefer to see a switchable aiming option (scope/no scope), the way it is present in the game now I confusing.
That’s all for now since I’m stuck on buying the helmet which I can’t buy.
And please, give us a chance to skip the tutorial. I’ve played hundreds of games, I honestly don’t need to be shown that the shop I made for buying stuf or what a certain button does (everything is intuitively understandable).
The graphics are cool. The music might be a bit less repetitive.
Runs great on iPhone 7 Plus, iOS 12.1
I remember clicking in different areas on or around the helmet then let me buy it, try that maybe.
Thanks for the additional feedback.
Re: tutorial - Duly noted. Will have a skip. The tutorial is placeholder and will be a lot slicker. Granted most players, like yourself, will have good idea whats going on, some maybe less informed.
re: music - we'll have more tracks... depending on environment; e..g the Abbey has more sinister music.
Thanks for the feedback.
Re: helmet - can be a bit flakey - tap directly on or around the helmet and it should get you there.
re: aiming system - this is more tricky and I figured this will be potentially divisive and will be marmite for some. (True the camera transition is a little iffy - it's better on the Vickers tbh and it will get smoother.) This is to simplify controls and de-clutter the HUD, and give the player instant situational awareness by simply releasing the fire-button. As there's orders + special ammo + perks + orders... adding scope + reload button.... you can see how the buttons start to add up. That said, we'll listen to the feedback, (we've all got far too used to it, so we need to hear what other think) and it's simple enough to add a button, or an option for either control method.
Hope this helps explain where we're coming from.
Why not make the optics/aiming issue optional? Or maybe make the player start shooting after the aim is fully animated? That might be an interesting way to try it.
I would remake the shop. Make it more of a “windowed” shop rather than the way it is. But you are totally fight, we all are just used to what we saw before in games, it might be a matter of time to get used to the way your game shows it. I would also recommend highlighting the stuff that the player points on in the shop, that will be a bit more informative.
Got past the helmet problem, your advice was the solution. I just tapped around it and that worked
I’ll give more feedback in a few days. And excuse me for my poor English