BIT QUAKE Burc Tuncer Genres: Games Arcade Action GAME CENTER ENABLED $1.99 USD Supported Devices: iPhone 5S, iPad mini 2, iPod Touch 6 and better recommended heavily. Minimum iOS Version: iOS 9.0 Download Size: 143.2MB BIT QUAKE Burc Tuncer BIT QUAKE features: - Tight 2D platformer physics! - Tons of weapons and upgrades to unlock! - Random level pool! - … $2.99 Buy Now Watch Media DetailsBIT QUAKE features: - Tight 2D platformer physics! - Tons of weapons and upgrades to unlock! - Random level pool! - Interactive soundtrack that gets crazier as your bonus multiplier increases! - Boss fights! - Innovative control scheme that feels old-school, yet perfectly touchscreen friendly and suitable with two thumbs play! - Insanely addictive SURVIVAL mode! - Various color palettes that change the look of the game completely! - Designed for portrait orientation to provide the warm "feel" of a retro handheld console! - Haptic feedback! Enjoy high resolution vibrations! - Eye melting Pro-Motion support for iPad Pro! Each robot you destroy doubles your Bonus Multiplier. Destroy another one in 2 seconds and double it again. Picking up new weapons and items also increase your multiplier. Up... To... 128... Times... Information Seller:Burc Tuncer Genre:Action, Arcade Release:Sep 22, 2018 Updated:Mar 25, 2020 Version:3.02 Size:135.7 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal https://itunes.apple.com/us/app/bit-quake/id1434880901 Welcome to BIT QUAKE, a solid oldschool platformer shooter featuring an interactive soundtrack. Do the combat dance in bite-sized mini-arenas! Pick weapons & upgrades! What does BIT QUAKE offer? - Random levels selected from a pool! - Various weapons and upgrades to unlock! - Interactive soundtrack that gets crazier as your bonus multiplier increases! - Boss fights! - Innovative control scheme that feels oldschool, yet perfectly touchscreen friendly and suitable with two thumbs play! - Survival mode! - Various color palettes that change the look of the game completely! - Designed for portrait orientation to provide the warm "feel" of a retro handheld console! How to play: Run, jump, shoot, change weapon, shoot again, jump, run, jump, shoot, run, jump, shoot, choose an upgrade, run, shoot, jump, change weapon, jump, shoot, shoot, shoot... THE MOST IMPORTANT THING: Each robot you destroy doubles your Bonus Multiplier. Destroy another one in 2 seconds and double it again. Picking up new weapons and items also increase your multiplier. Up to 128 times. P.S: Mega-thanks to the toucharcade community for the beta feedbacks. BIT QUAKE wouldn't have progressed this far and this quick, without your help. pathogen541 Well-Known Member Jun 19, 2016 503 355 63 #2 pathogen541, Sep 22, 2018 This game is a blast. I was part of the beta unfortunately I was never able to provide feedback.... so to those reading: don’t hesitate, drop $1.99 and buy this. Between the guns, the music, and the INSANE, and I do mean INSANE survival mode, there is a lot here to like.... a lot. Sadly, I have to postpone my purchase till I’m not broke AF, but rest assured, I will be throwing down 1.99 ASAP. Good work Dev. Another fine addition to my iOS library....eventually.... pathogen541 Well-Known Member Jun 19, 2016 503 355 63 #3 pathogen541, Sep 22, 2018 Last edited: Sep 25, 2018 Unless I mean... the dev wants to hook it up with dat PROMO CODE..... but that’s only cuz I’m a filthy mooch who has no shame, just a burning desire to play rad games. Fight me. *THISPOSTISAJOKETHISPOSTISAJOKE* sebgo and shfrost like this. boorch Well-Known Member Aug 10, 2011 141 56 28 happydoze.com #4 boorch, Sep 22, 2018 Hi, it's lucky you were part of the beta since the builds on Testflight are valid for at least 80 more days. We'll figure something out if you're still broke in 80 days Though, for everyone who participated in the beta: If you think you really like the game, please don't feel encouraged to wait 80 more days to buy it and enjoy it forever, since any income we made will directly support this and/or any other game we'll be working on in the future. Indie dev is hard! sebgo and shfrost like this. Lull4by Well-Known Member Aug 21, 2014 767 313 63 #5 Lull4by, Sep 23, 2018 I think it will be better if there are some kind of “portal” to show where the monsters are about to spawn, so people can avoid unreasonable damage. About the aim lock, I spent much time to get used to it, the frustrating part is it doesn’t change the target after it died, so the character will keep shooting in the same angle, but I think it is what the developer want to make the people “aim” by release the attack button. I think it will be better if the range to detect enemy could be larger (or even full screen), since there are some levels are hard to get higher place (like electric fan blowing floor, BTW why weapons and pickups doesn’t float?!). About the weapons, I suggest to make Grenade Launcher explode when it hit enemy, it is really weird to see a grenade push back enemy, if it is a cannon ball then it will make sense. Rocket Launcher seems firing too slow, if there are a kind of upgrade that can increase bullet speed, it will become more useful. Game is fast-pace and exciting, with rogue-lite element (random maps, unlockable weapons and upgradable character), so if you like this kind of game, give it a try! Skall Well-Known Member Oct 25, 2009 500 60 28 #6 Skall, Sep 23, 2018 Hello Is there any mfi support? Lull4by Well-Known Member Aug 21, 2014 767 313 63 #7 Lull4by, Sep 23, 2018 No, at least now. But I think MFI controller request is good, could the developer support it? boorch Well-Known Member Aug 10, 2011 141 56 28 happydoze.com #8 boorch, Sep 23, 2018 Last edited: Sep 23, 2018 Hi! I'm a big fan of MFi supported games and I own a GameVice myself, but since the game is in portrait-mode, I guess it does not make sense. But I can try anyway, it would be weird and fun to play the game with an MFi controller on portrait-mode holding the device vertically About the Auto-aim, I've tried to implement various solutions (including a similar version to your suggestion) and somehow they all felt uncomfortable, some felt "too easy" and some felt "too hard". Holding aim-lock even though the "last-locked" enemy dies, felt more suitable since you can continue shooting at other enemies at the same direction even if you're farther than the "aim-lock" distance. It came up like a tiny hidden feature you can abuse to be able to shoot farther enemies. I'll think over it a bit more though. About the other suggestions, they all make sense and valuable, I wish you have been around for the beta period! I'll try to implement them one by one with each update! Starting with higher velocity for rockets and portals for spawning enemies. I'm a bit skeptical about grenade launcher though, since I designed it mainly to "disorient" floating stalker bots and I'm a bit worried it will be OP if it explodes on touch. (It used to explode on contact when I first designed it btw) I'll try to implement it and test it for a bit more though, just to be sure. Thanks for your interest! Cheers, Burç. Lull4by likes this. jsrco Well-Known Member Patreon Silver Oct 15, 2009 2,134 1 38 Coordinator Seattle https://www.Fatthunder.com #9 jsrco, Sep 23, 2018 I am finding the controls a bit un responsive at times. iPhone 6s+ It’s like they stop detecting input every now and then. Also I would fix auto spawning in a new room on spikes. Lull4by Well-Known Member Aug 21, 2014 767 313 63 #10 Lull4by, Sep 23, 2018 Maybe just give it some damage(1/4 ?) when it smash to enemy? there are some situations you just can’t wait until it explode to damage enemy, because it pull enemy away and explode in the another direction, or it doesn’t have enough power to hit higher enemy when you in the low ground. Actually about the suggestion above, you can name as a new weapon named “Cannon Ball”, so it will make sense to push enemy away first, then explode. About the ORIGINAL Grenade Luncher(what you said will explode when it hit enemy), I think you can just make the explode range smaller with less ammo (1/2 ~ 1/4 ?), so it still keeps its advantage, but it can’t use as a spam weapon since it has less ammo. boorch Well-Known Member Aug 10, 2011 141 56 28 happydoze.com #11 boorch, Sep 24, 2018 Last edited: Sep 24, 2018 It actually does a minor damage (equal to a pistol bullet) but your suggestion makes sense. I will test some possible combinations of magazine size/reload time and explosion radius to balance the OP'ness of explosive projectiles. Lull4by likes this. boorch Well-Known Member Aug 10, 2011 141 56 28 happydoze.com #12 boorch, Sep 24, 2018 UPDATE: I've found a reasonable solution to Grenades They explode on contact now applying damage in a slightly smaller radius and it also has a "chance" to push ONLY the Stalkers (floating enemies) on first touch sometimes. As a bonus, I've implemented Taptic Engine support for iPhone 7 and up in this update. Explosions will now feel a lot better There are minor tweaks in progression and weapon system as well (for example, rockets are slightly faster now). I've uploaded v1.1 and currently it's waiting to be reviewed. Cheers, Burç. Lull4by likes this. jpgold Well-Known Member Sep 21, 2012 1,818 56 48 Online Ad Sales - Pandora New York, NY #13 jpgold, Sep 24, 2018 Similar look as Downwell so may have to bite. Been waiting for X support on that one, but this looks pretty cool. boorch likes this. boorch Well-Known Member Aug 10, 2011 141 56 28 happydoze.com #14 boorch, Sep 25, 2018 UPDATE 1.1 has been processed and is available on the Appstore! psj3809 Moderator Jan 13, 2011 12,966 718 113 England #15 psj3809, Sep 25, 2018 I’m not going to beg for a code ! Happy to buy this cheap game and support the dev. Love the look of it. Downloading now boorch likes this. pathogen541 Well-Known Member Jun 19, 2016 503 355 63 #16 pathogen541, Sep 25, 2018 Love this passive comment. It was a joke dude. Take one. Thnikkaman Member Jul 15, 2018 11 1 3 Male #17 Thnikkaman, Sep 26, 2018 Hey this looks great, I am picking it up right now. boorch likes this. Lull4by Well-Known Member Aug 21, 2014 767 313 63 #18 Lull4by, Oct 1, 2018 Last edited: Oct 1, 2018 After playing the game more, I think the game suffered a big problem in survival mode, the weapon’s power is not enough to counter the enemy’s reborn speed, so I saw in most of the cases, our hero just been flooded by enemies, not because he doesn’t know how to move and avoid. The problem become worse in the late game since you can't aim the direction you want, so you better wish the hero attack the target you want, the easiest solution is killing enemy as many as you can in the early game, because of lacking weapon power, the solution is nearly impossible, sometimes people know that if they can kill the enemy who shoot cannons early, they can live longer, unfortunately the hero just doesn't attack the target, so they died really soon. Suggestions: 1. Give a upgrade option to hit more enemy, for instance, (A) Larger the explosion range for weapons like Grenade Launcher, the damage becomes lower if the enemy is in the edge of explosion range. (B) Give penetration ability to those bullet weapons like Machine Gun, Shotgun, the damage becomes lower after penetrating. (C) Some weapon's bullet can't shoot through platform but stay/bounce on the platform, so sometimes if those weapon stay nearby the hero, if the hero took them by accident, the hero is doomed when he is crowded by enemies. 2. Is the game in 60 FPS? or is it possible to become 60 FPS? 3. Some weapon seems need to charge first? like the Shotgun, it doesn’t shoot immediately but it need people hold the fire button a second to shoot, so it makes the game pace weird. 4. I suggest add an option to auto-reload weapons, it will make the game pace smoother, or at least make the hero auto-reload when his ammo is 0. 5. Make our hero becoming more obvious, sometimes I can’t find the hero immediately because the hero is crowded by a lot of enemies. 6. More characters to choose? like a strong hero with high hp but low speed, something like that. 7. There are some bugs I found, in the title "unlocks": (A) The weapon "Blade" shown as "Rocket Launcher". (B) There is a chance that unlocks after "y.a.k" can't be touched and showed what they are even you already unlocked them. (C) Weapons still show up even you don't click "show weapons?". 8. There is a short moment after you just level up, you will still been hurt, I think the game should stop immediately then show upgrades? 9. Maybe put health bar and ammo bar under the hero? so people can focus on the character move and dodge, 10. If it is possible, showed an effect to let people know the hero lifesteal/ignore damage is successful. Actually I felt sorry for so many suggestions. boorch Well-Known Member Aug 10, 2011 141 56 28 happydoze.com #19 boorch, Oct 2, 2018 Last edited: Oct 2, 2018 Hey there! Thank you so much for the detailed feedback. I'll try to answer them one by one: 1) I'm currently implementing more pickups (not upgrades, pickups like health or timewarp) in the vein of Crimsonland such as a Nuke (that will clear all the enemies in a radius when you pick it up), a temporary shield (that will ignore %100 of the damage for a short duration) and a Piercing Rifle (that will be active for a short amount of time and it will shoot extra piercing bullets, like a secondary weapon you shoot at the same time with your current weapon). Hopefully these will help players to "clean up" the screen a bit more efficiently. Other than that, survival mode is designed to be "unbeatable" anyways 2) It's currently locked to 30 fps. It's generally considered "good practice" for mobile games to run at 30fps because 60fps causes problems like devices heating up and increased energy consumption (reduced battery life). I may implement an option to unlock the fps in a future version but this is currently not in the proirity-list. 3) This is more like a design choice. Weapons that have a low rate of fire such as Shotgun and Rocket Launcher, need some time for the "auto-aim" so the first bullet is almost never wasted. 4) This too is more like a design choice but, I'm thinking about getting rid of the reload completely. Needs further testing and balancing. 5) Unfortunately there's not much to do about this since the game is designed with limited color palette in mind. I lately though about this and decided it gets crowded "too quick" in Survival mode. The next version will have a "slower pace" in Survival mode. But at some point, getting surrounded by enemies and dying is inevitable, in the nature of the game mode. 6) This will be implemented in a possible-sequel to BIT QUAKE. There are plans to develop a sequel with a larger (than 1 person) team on multiple platforms (desktop, console etc) with multiple characters with different stats/skill, local-coop and local-deathmatch features. All I can say is, it will be in portrait-orientation. No estimated release date though (no earlier than late-2019) since we're working on our first major project called Planet Runners right now. It's a project we've been working on for ~3 years and it's currently on TestFlight! Click here to test it! 7) I'll check into this. What is the device your playing the game on? (It may sound a bit unrelated but it may be about the screen size/resolution, so knowing the device model helps me a lot to hunt that bug) Are you running the latest update? (latest version on the Appstore is v1.1) 8) I'll look into this. 9) Tried this before. Does not look so great :/ 10) This is possible. At least in the form of small icons (accompanying the notification you see at the top of the screen) appearing on top of the player. I can't give an exact date for the next update since we're super busy finalizing Planet Runners, and unlike PR, BIT QUAKE is a 1-man project. But I'll be implementing things I listed above incrementally, probably a couple at a time. Thanks again for the detailed feedback! Burç from Happy Doze. Lull4by likes this. Lull4by Well-Known Member Aug 21, 2014 767 313 63 #20 Lull4by, Oct 2, 2018 iPhone7 Plus, and yes I run the lastest version. Thanks for detailed replying, I will check the Planet Runner in my free time. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 3 1 2 3 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
This game is a blast. I was part of the beta unfortunately I was never able to provide feedback.... so to those reading: don’t hesitate, drop $1.99 and buy this. Between the guns, the music, and the INSANE, and I do mean INSANE survival mode, there is a lot here to like.... a lot. Sadly, I have to postpone my purchase till I’m not broke AF, but rest assured, I will be throwing down 1.99 ASAP. Good work Dev. Another fine addition to my iOS library....eventually....
Unless I mean... the dev wants to hook it up with dat PROMO CODE..... but that’s only cuz I’m a filthy mooch who has no shame, just a burning desire to play rad games. Fight me. *THISPOSTISAJOKETHISPOSTISAJOKE*
Hi, it's lucky you were part of the beta since the builds on Testflight are valid for at least 80 more days. We'll figure something out if you're still broke in 80 days Though, for everyone who participated in the beta: If you think you really like the game, please don't feel encouraged to wait 80 more days to buy it and enjoy it forever, since any income we made will directly support this and/or any other game we'll be working on in the future. Indie dev is hard!
I think it will be better if there are some kind of “portal” to show where the monsters are about to spawn, so people can avoid unreasonable damage. About the aim lock, I spent much time to get used to it, the frustrating part is it doesn’t change the target after it died, so the character will keep shooting in the same angle, but I think it is what the developer want to make the people “aim” by release the attack button. I think it will be better if the range to detect enemy could be larger (or even full screen), since there are some levels are hard to get higher place (like electric fan blowing floor, BTW why weapons and pickups doesn’t float?!). About the weapons, I suggest to make Grenade Launcher explode when it hit enemy, it is really weird to see a grenade push back enemy, if it is a cannon ball then it will make sense. Rocket Launcher seems firing too slow, if there are a kind of upgrade that can increase bullet speed, it will become more useful. Game is fast-pace and exciting, with rogue-lite element (random maps, unlockable weapons and upgradable character), so if you like this kind of game, give it a try!
Hi! I'm a big fan of MFi supported games and I own a GameVice myself, but since the game is in portrait-mode, I guess it does not make sense. But I can try anyway, it would be weird and fun to play the game with an MFi controller on portrait-mode holding the device vertically About the Auto-aim, I've tried to implement various solutions (including a similar version to your suggestion) and somehow they all felt uncomfortable, some felt "too easy" and some felt "too hard". Holding aim-lock even though the "last-locked" enemy dies, felt more suitable since you can continue shooting at other enemies at the same direction even if you're farther than the "aim-lock" distance. It came up like a tiny hidden feature you can abuse to be able to shoot farther enemies. I'll think over it a bit more though. About the other suggestions, they all make sense and valuable, I wish you have been around for the beta period! I'll try to implement them one by one with each update! Starting with higher velocity for rockets and portals for spawning enemies. I'm a bit skeptical about grenade launcher though, since I designed it mainly to "disorient" floating stalker bots and I'm a bit worried it will be OP if it explodes on touch. (It used to explode on contact when I first designed it btw) I'll try to implement it and test it for a bit more though, just to be sure. Thanks for your interest! Cheers, Burç.
I am finding the controls a bit un responsive at times. iPhone 6s+ It’s like they stop detecting input every now and then. Also I would fix auto spawning in a new room on spikes.
Maybe just give it some damage(1/4 ?) when it smash to enemy? there are some situations you just can’t wait until it explode to damage enemy, because it pull enemy away and explode in the another direction, or it doesn’t have enough power to hit higher enemy when you in the low ground. Actually about the suggestion above, you can name as a new weapon named “Cannon Ball”, so it will make sense to push enemy away first, then explode. About the ORIGINAL Grenade Luncher(what you said will explode when it hit enemy), I think you can just make the explode range smaller with less ammo (1/2 ~ 1/4 ?), so it still keeps its advantage, but it can’t use as a spam weapon since it has less ammo.
It actually does a minor damage (equal to a pistol bullet) but your suggestion makes sense. I will test some possible combinations of magazine size/reload time and explosion radius to balance the OP'ness of explosive projectiles.
UPDATE: I've found a reasonable solution to Grenades They explode on contact now applying damage in a slightly smaller radius and it also has a "chance" to push ONLY the Stalkers (floating enemies) on first touch sometimes. As a bonus, I've implemented Taptic Engine support for iPhone 7 and up in this update. Explosions will now feel a lot better There are minor tweaks in progression and weapon system as well (for example, rockets are slightly faster now). I've uploaded v1.1 and currently it's waiting to be reviewed. Cheers, Burç.
Similar look as Downwell so may have to bite. Been waiting for X support on that one, but this looks pretty cool.
I’m not going to beg for a code ! Happy to buy this cheap game and support the dev. Love the look of it. Downloading now
After playing the game more, I think the game suffered a big problem in survival mode, the weapon’s power is not enough to counter the enemy’s reborn speed, so I saw in most of the cases, our hero just been flooded by enemies, not because he doesn’t know how to move and avoid. The problem become worse in the late game since you can't aim the direction you want, so you better wish the hero attack the target you want, the easiest solution is killing enemy as many as you can in the early game, because of lacking weapon power, the solution is nearly impossible, sometimes people know that if they can kill the enemy who shoot cannons early, they can live longer, unfortunately the hero just doesn't attack the target, so they died really soon. Suggestions: 1. Give a upgrade option to hit more enemy, for instance, (A) Larger the explosion range for weapons like Grenade Launcher, the damage becomes lower if the enemy is in the edge of explosion range. (B) Give penetration ability to those bullet weapons like Machine Gun, Shotgun, the damage becomes lower after penetrating. (C) Some weapon's bullet can't shoot through platform but stay/bounce on the platform, so sometimes if those weapon stay nearby the hero, if the hero took them by accident, the hero is doomed when he is crowded by enemies. 2. Is the game in 60 FPS? or is it possible to become 60 FPS? 3. Some weapon seems need to charge first? like the Shotgun, it doesn’t shoot immediately but it need people hold the fire button a second to shoot, so it makes the game pace weird. 4. I suggest add an option to auto-reload weapons, it will make the game pace smoother, or at least make the hero auto-reload when his ammo is 0. 5. Make our hero becoming more obvious, sometimes I can’t find the hero immediately because the hero is crowded by a lot of enemies. 6. More characters to choose? like a strong hero with high hp but low speed, something like that. 7. There are some bugs I found, in the title "unlocks": (A) The weapon "Blade" shown as "Rocket Launcher". (B) There is a chance that unlocks after "y.a.k" can't be touched and showed what they are even you already unlocked them. (C) Weapons still show up even you don't click "show weapons?". 8. There is a short moment after you just level up, you will still been hurt, I think the game should stop immediately then show upgrades? 9. Maybe put health bar and ammo bar under the hero? so people can focus on the character move and dodge, 10. If it is possible, showed an effect to let people know the hero lifesteal/ignore damage is successful. Actually I felt sorry for so many suggestions.
Hey there! Thank you so much for the detailed feedback. I'll try to answer them one by one: 1) I'm currently implementing more pickups (not upgrades, pickups like health or timewarp) in the vein of Crimsonland such as a Nuke (that will clear all the enemies in a radius when you pick it up), a temporary shield (that will ignore %100 of the damage for a short duration) and a Piercing Rifle (that will be active for a short amount of time and it will shoot extra piercing bullets, like a secondary weapon you shoot at the same time with your current weapon). Hopefully these will help players to "clean up" the screen a bit more efficiently. Other than that, survival mode is designed to be "unbeatable" anyways 2) It's currently locked to 30 fps. It's generally considered "good practice" for mobile games to run at 30fps because 60fps causes problems like devices heating up and increased energy consumption (reduced battery life). I may implement an option to unlock the fps in a future version but this is currently not in the proirity-list. 3) This is more like a design choice. Weapons that have a low rate of fire such as Shotgun and Rocket Launcher, need some time for the "auto-aim" so the first bullet is almost never wasted. 4) This too is more like a design choice but, I'm thinking about getting rid of the reload completely. Needs further testing and balancing. 5) Unfortunately there's not much to do about this since the game is designed with limited color palette in mind. I lately though about this and decided it gets crowded "too quick" in Survival mode. The next version will have a "slower pace" in Survival mode. But at some point, getting surrounded by enemies and dying is inevitable, in the nature of the game mode. 6) This will be implemented in a possible-sequel to BIT QUAKE. There are plans to develop a sequel with a larger (than 1 person) team on multiple platforms (desktop, console etc) with multiple characters with different stats/skill, local-coop and local-deathmatch features. All I can say is, it will be in portrait-orientation. No estimated release date though (no earlier than late-2019) since we're working on our first major project called Planet Runners right now. It's a project we've been working on for ~3 years and it's currently on TestFlight! Click here to test it! 7) I'll check into this. What is the device your playing the game on? (It may sound a bit unrelated but it may be about the screen size/resolution, so knowing the device model helps me a lot to hunt that bug) Are you running the latest update? (latest version on the Appstore is v1.1) 8) I'll look into this. 9) Tried this before. Does not look so great :/ 10) This is possible. At least in the form of small icons (accompanying the notification you see at the top of the screen) appearing on top of the player. I can't give an exact date for the next update since we're super busy finalizing Planet Runners, and unlike PR, BIT QUAKE is a 1-man project. But I'll be implementing things I listed above incrementally, probably a couple at a time. Thanks again for the detailed feedback! Burç from Happy Doze.
iPhone7 Plus, and yes I run the lastest version. Thanks for detailed replying, I will check the Planet Runner in my free time.