This is a great idea! I love it. I think the dev team will too. Thanks! We may still have some tweaking to do here, but it's a tricky balance between getting so far back that you can comfortably see all the elements of the battle, and feeling too distant from it where when you swipe on enemies, or when you're attacked by them, it doesn't really feel as immersive or "first person". We'd like to keep the intensity we have, but the camera could probably be improved further, and pulled back to accomodate collision with scene geometry rather than zoomed in, in some cases. Good note! Keep playing! MOAR enemies Another great suggestion. I agree...the cues for an impending attack are there, but they're not as easy to predict as Infinity Blade, and we might need to make them more obvious for the skill curve to ramp sooner. I like the additional "!" indicator idea with a screen flash or something that gives you a sense of timing. Ooooh...nice! Could be a great fit for higher-level difficulties. We'll give it some thought Totally agreed. Great feedback! Brett @kerosenegames kerosenegames.com
Great to hear!! Definitely let us know what you think of it on the iPhone 5 and if you have any ideas to make it as good there as it is on the iPad Brett @kerosenegames kerosenegames.com
[/IMG] after kill the final boss and see some scenes in chapter 6 the game crashes [iphone 4s].or it appears this.cant unlocks more difficults levels.
I think we need to recruit you as an official testing consultant! Great feedback and really appreciated. We try to address this issue (what do you have / what do you own / how many) with the in-game item and technique tray, not in the store. If you click on the backpack / satchel icon in the upper left when you're playing, you can see all the items you have and how many, and you can use them from right there as well. Same thing when clicking the cards icon in the upper right when your spirit is full. That will show you all the techniques that you've unlocked and how many of each that you own and can use. We might need another tutorial flow to do a better job introducing players to these systems, but I'm curious what you think now that you know they are there? This could be a good adjustment for improving the experience on the phone rather than tablet I think. Good idea. We'll give it some more thought and play with it a bit. We agree with you 100% here. There will be more things to find and discover in the game in future updates. We have pretty ambitious plans on this front, but I think we bit off a little more than we could chew, so they may not make it in time for the global launch. However, the biggest thing to explore each environment for are the soul stone fragments. These are strewn throughout the world and extremely valuable to progression in the game. There are more of these in the harder difficulty modes too Yep...right now they do nothing...they're just an indication of the dark magic corrupting the town, and at the end of Chapter 1, when they diminish William's powers, there's a sense that they're evil, but they stand out in the universe so much that players want to interact with them, and we want to make them interactive as well, but right now, they're just pretty. Again, great feedback. You're hitting on issues that we've had a lot of internal discussions about.[/QUOTE] Nah, it's awesome! Thank you!! Brett @kerosenegames kerosenegames.com
ruh roh...that definitely looks like a bug. We'll investigate. Can you use the mail icon in the game to send use your save data so that we can try to reproduce? Brett @kerosenegames kerosenegames.com
Yeah, the iPad is just better than a phone for a gaming experience like this. But I have to say, I've had a good time playing this game for 10s of hours on my iPhone 4S. I still don't have an iPhone 5 Looking forward to giving it a go on the phone when I get it though... Brett @kerosenegames kerosenegames.com
Nah, it's awesome! Thank you!! Brett @kerosenegames kerosenegames.com[/QUOTE] With the pack icon, I honestly had no idea it even did anything, I think I tried to touch it when I first booted the game for the first time, but I don't really remember it being memorable and thought it wasn't functional for some random reason. It has a really nice super slow mo effect that is neat. It does what I was thinking the game needed so that's cool. Ha. I'd love to be "officially" helping out ha ha, thanks. I honestly think this game could really end up as a really HUGE thing once it gets cleaned up a bit, I mean you guys have the graphics and base gameplay potential for it. I saw some barrels, gamers always love breakable barrels.
OK, we definitely need a tutorial flow for the pack then. Glad it did what you were looking for! Brett @kerosenegames kerosenegames.com
controls problem i am having a lot of trouble with the controls, when i try to dodge it punches so i can't dodge and it only lets me dodge 10/100 times and thats a big problem for me
Hmmm... the dodge is definitely easy to trigger with a simple quick tap of two fingers, but perhaps the punch (2 finger swipe) is a little too easy to trigger. Are you getting the hang of the movement? Is it just the dodge / punch misread that's giving you trouble? Brett @kerosenegames kerosenegames.com
I can easily see someone panicking and accidentally swiping while trying to dodge. Here is a weird idea.... I wonder if a two finger tap on the enemy could be a punch and a two finger swipe in various directions could be a "dodge in the direction you swipe" that could save us from the issue I mentioned earlier about dodge issues with the screen size and you could dodge backwards by swiping down, forwards by swiping up, left by swiping left, etc.
Just a few suggestions. In a game ,where you can block, you get satisfaction timing your block just before you are hit. In this game , you can't see the other creature in the room, so you don't see it attacking. How can it be fun blocking an attack you can't see? It would work far better if you used a similar counter move like the the Batman Arkham Asylum game. When the symbol shows up indicating an incoming unseen attack , tap the symbol and your character turns to face the threat. In a slow motion fashion you can then choose to dodge or block just before the enemy strike lands. This would be far more rewarding than the current method. And fighting monsters in a small room for the sake of fighting them is not a very good incentive to do it over and over again. There is nothing after the battle to reward your efforts. How about having a story log to read, some barrels to smash with goodies inside, someone from the town held hostage you just saved, an upgrade towards a skill, something to give the player a reason to be there. Thank you
Is there any possibility that dedicated buttons will be added as a control option? I respect Kerosene's attempt to be intuitive with the controls but there are many people, including me, that are accustomed to Gameloft's control scheme and find the default control option troublesome and limits the gameplay. It would be nice if a virtual thumbstick and a dedicated dash, block and punch button were an option. It would open up possibilities like walking and shooting. The current control scheme doesnt let you walk and shoot, when i try i perform a dodge.
Dedicated buttons are icky, if you want buttons play a 3ds or a vita, encouraging taking the easy route to use buttons is not how we push the iOS as a game platform forward.
Yeah, buttons on touchscreen are counter intuitive. But alas, I think the devs should really seriously consider adding in a virtual d-pad.
Great suggestions, gemineye62! I'd like to see us fold some discover incentives into exploring these rooms too. There are always possibilities of random drops in any battle in the game, so I think there are incentives to engage again and again in these battles, but we probably need to make those incentives clearer. Thanks! Brett @kerosenegames kerosenegames.com
Thanks for the comment, iNexus. I know it'll take some time to become familiar with this new control design. We hope you genuinely give it a shot and then reconsider the desire for dual virtual analog control with virtual buttons on a game like this. There's very little possibility that'd we'll do a Gameloft-style dual virtual analog control with virtual buttons. Just feels like an onerous design choice and life's too short. We've got to move the bar forward on touch screens. None of us want to be using dual virtual analog control with virtual buttons 1-2 years from now, right? You're right though, there's more work to be done to make games like this play perfectly on a touch screen. We're happy to keep trying to innovate in favor of multi-touch and gestures, but more virtual buttons are a step backward for this genre. Brett @kerosenegames kerosenegames.com
This we're open to, Defred34. We've been talking about some way to render something under the player to better indicate what's happening with the controls (like a compass at Wiliam's feet projected onto the ground). If we do it, it will be off by default, but we may include it as an option. I think it's a very reasonable suggestion. Thanks! Brett @kerosenegames kerosenegames.com