There was a lot of negative reviews about the controls in nyz2 and I personally loved them. I followed this game a long time and I now the devs worked their butts off so I don't mind supporting them. Truthfully the devs last post really explained very well what they were going for when they made this and based on that I'll give it a chance. Purchasing now.
Yeah, that's kind of what I figured. Anyone remember when they first got their hands on a PS2 or XBox controller? Seriously guys, if you don't like the controls, but they actually work, try to be nice to the developers? They change them, they don't change them. Sun goes up, Sun comes down. There are plenty of developers doing shady stuff that is worth getting angry about, but building a game based on a working control system you personally don't prefer? Come on... be nice. DBC
I'm being perfectly nice. But I also not afraid to tell a developer that I and quite a few other people dislike the way they did the controls. There should not be a "one size fits all" attitude towards controls in 3D 360 movement action iOS games, period. I'm getting nowhere and the devs don't seem to want to listen to any constructive feedback, so I'll take my leave.
LOL... i knew most of the posts were hate for the controls. I thought they worked ok... probably not the best approach, but they worked ok. Finished Ep1 from my canadian free game and i like the game a lot. The controls do not break the game at all. it could be better (what couldnt?) but it works fine.
this. I suggested something like this a little earlier. For the blade and gun, taps and swipes work. But when you have too many different gestures to worry about the game often confuses some of them and the result is frustrating UI. So why not hybridize the interface with both gestures and virtual buttons? But I will say that I've been able to enjoy the game as is. The graphics are amazing, especially for such a small file size. Lots of skills, lots of difficulty levels, lots of replayability. $3 well spent.
Amazing looking game. Fine but at times a bit confusing controls. I am sure I will get used to them in combat. They seem to work with a bit of time to learn them. I would have to agree with several others about movement though: add dual sticks for controls. The 2-finger stuff is annoying. Or make one half of the screen for turning the other for running if you absolutely hate implementing dual sticks. Sometimes getting a succes is not asking people to invest lots of time in "getting used" to "clever" control schemes, but to give them options. Being too proud never got anyone far. ;-)
People piss me off. Complaining about wasting $3 because they're too lazy to get use to the controls. No wonder why the appstore is such an awful place for indie-developers.
What about my post lead you to believe that the team isn't willing to listen to constructive feedback? I made it a point to say that the team was all very aware of the comments in this thread. I didn't even say we would't implement any alternate control schemes, I was only providing insight into where we were coming form design-wise, which I thought was what the post I was replying to was asking for. I actually suggested at one point that we try out a two-handed control scheme with left thumb for movement with double-swipe dodge and right hand for camera during nav and directional slash input during combat with tap-to-shoot (very similar to what you mentioned), but we unfortunately didn't have time to prototype it and it was pretty high risk since it would take quite a bit of messing around to try and fit the rest of the combat actions into those parameters intuitively without plastering buttons all over the place (although I still think it can be done). I didn't promise anything in that department only because I can't really. At the end of the day we're a really small team and it takes time and costs money to make even the smallest changes or add even the simplest of features. That said, we didn't kill ourselves working on Bladeslinger for two years not to entertain people, so I wouldn't be surprised to see alternate controls show up on my task list down the line if there's enough demand from our players. I guess I figured that went without saying, based on the fact that I cared enough to take the time to post. On that note, sorry if my previous comments discouraged some of you or if I came off dismissive, because that wasn't my intention at all; we're all extremely tired! Again, please know that your comments are not going unheard - I sincerely meant it when I said that we appreciate your feedback.
Yeah it can feel like that sometimes, but when you consider that a lot of the people who come off like d-bags are acting that way because they're passionate about games it kind of puts it in perspective.
I got that vibe when your post responding to me only talked about how dual stick controls wouldn't work for the combat system you created and that buttons littering the screen aren't your vision of the game. It came off as a little dismissive. Well, we often take it for granted when developers interact with the TA community here (for better or for worse ) but I greatly appreciate you reading some of my concerns/feedback. Ultimately it's up to you and your team to decide what if any of our suggestions get implemented. Rest assured that there's certainly demand for it. Thanks for making that clear. My apologies if I came off as overly critical or obnoxious.
Devs, I want to be honest with you. Whenever I fire up a game for the first time, be it a racer, shooter, RPG or platformer-runner, I usually go into the options and look at alternative control inputs. Every game that is made for the touchscreen, should imho, have two different schemes. For racers, it is tilt vs on-screen, for RPGs it can be d-pad vs tap-to-go...etc. It is no rocket science that everyone has got different tastes, and up until now I am happy to say we've had these choices more often than not. Where there have been no choices, the controls have been panned. All I can say is brace for some pretty harsh reviews in relation to the game's controls. You can say what you like about the game being made for touchscreens, but the fact you've been so high-headed to not listen to the over-whelming voice to create an ALTERNATIVE scheme with at least a d-pad is BEYOND ME!
READ THIS DEVS!! Most of us asking for an alternative control layout are not requesting for buttons....that's just dumb. All we want is a regular virtual d-pad on the left for movement, and the right hand side of the screen to change camera direction.
I got the Canadian version free. I enjoyed it quite a bit. I'm deleting that and buying this to support the developers. They're obviously very dedicated, passionate, and active here. I hope they realize that there are plenty of people who are willing to face a slight learning curve in an attempt to do something innovative.
Although I'm not the biggest fan of STP reviews, I figured I'd post a link to their (extremely positive) review. They made a point to describe the controls as a strength: http://www.slidetoplay.com/story/bladeslinger-ep-1-review
Let`s make one thing clear... I`m not impressed that a few are hating the current Control System. It was clear since Day One that this Part of the Game won`t only receive Thumbs up I`m glad that the Rest of the Game is worth taking the Time to actually get used to it and then enjoy the Game...