Forsaken, Do you think you could implement some kind of auto save for sandbox. The game crashed and Iost the sandbox fortress that I spent an hour and a half on lol. Or perhaps the ability to save whenever when in build mode for survival when you do complete base over- halls
There is a huge list of different block types, but most of them have same endurance, except from custom metal ones that can be upgraded via crafting menu, or is there something I'm missing with so huge variety of different blocks ?
The quirk of this game is that the main difficulty is just how deep and, at first, arcane the whole system is, and there's really nothing a difficulty slider can do to handle that. I think that might be the trademark of some of FM's best games (Bug Heroes, H&C, and, now, Block Fortress) OK, so there's fewer mobs or they have less health... is that going to teach you anything about how the firing arcs on these guns work, or why you've, in spite of your best intentions, left the west side of your base exposed in the blind spots of the guns you've placed? This game reminds me a lot of when I first started with Bug Heroes and how I knew it was a good game: I had no idea what I was doing and I sucked terribly, but I was having a good time sucking and being confused. Every time I've picked this up I figured out something else about the system, and realizing that opens up new possibilities for the next time I tackle it, and short of their Quick Start and Sandbox modes, not sure what else they could have done other than make a very time intensive tutorial which, for better or worse, has never been part of their games.
I'm going with aesthetics. I like my fortress to look all metaly n stuff.. Then I have some wood stands I put my lasers on.
Yes, making your base pretty and/or cool. How boring of a block building game this would have been with just a handful of blocks separated by function.
My childhood Lego days are way behind me, nowadays I'm not that imaginative and don't have enough patience to make something unique and awesome looking, I hope you people will share some beautifull castle designs with poor old me.
It could certainly give you more breathing room to learn all these things! I'm really enjoying this game but the lack of direction early on is a major problem. Add to that the difficulty and its a recipe for confusion. If I made games I'd make this process as smooth as possible to avoid turning away people who may actually enjoy the game but can't get past the verticle learning curve. And now a days reading through tutorials doesn't really cut it.
That would go a long way towards allowing me to handle my device without care and deleting arbitrary apps in a tyrannical fashion without having to worry about losing my BF progress. Combined with the ability to upload fortresses, I'd say we are safe as can be in a world of unceasing monster attacks. Leave nothing for me to wish for, will ya? I suspected, when I read your command idea. Makes me wonder how many times I have watched in vain as a Foursaken dev-to-be Malphaed all across my teams base So you just figured you'd resurrect one of the most underappreciated titles in competitive gaming inside an iOS title? Does that mean we might even eventually see fortress versus fortress PvP? Without commenting much on the merits of the actual game mechanics (which will require a separate review, which ARE amazing, and which offer an entirely unique and deeply strategic experience that doesn't even much resemble Dungeon Defenders, the closest common denominator), I must unfortunately say that Block Fortress is not a very pleasant experience on my iPhone 4, for two categories of reasons. The first is the lag. Luckily, this is probably limited to those of us with chronically challenged devices, perhaps even limited to my particular iPhone 4 (though, since I am not jailbroken, reason suggests your mileage will not vary). This lag occurs even during early, non-intensive waves, or when the map is devoid of enemies, and makes it harder to aim, to move, and to even fly about in the build phases (though in a very limited and honestly not very bothersome fashion). It is not an impassable barrier to Block Fortress goodness right now, and I hope it will not be even when I reach the higher echelons of of enemy onslaught absurdity. The second issue are the control s(ch)ticks, and is much more annoying. Aiming is a bit jerky. Often, the game will not register the first part of a gentle, careful swipe, only to have the crosshairs jump too far as I increase the speed and length of the swipe. The movement stick suffers from a similar sensation of over- and undercompensation, and make movement a bit erratic (with far less dramatic impact on survivability, though). In general, the controls just seem... slightly off, not quite exact enough, and not quite as polished and smooth as N.Y. Zombies 2 (or N.O.V.A., MC, and other highly controllable fps shooters or iOS). Combined with the lag on my iPhone 4, the combat portion of the game is often frustrating and erratic. And even though I can't barely walk or shoot straight, this is still one of the most entertaining and unique iOS experiences on my device. Bodes well for the upcoming whine-free review post (A minor consideration is that it would be nice to be able to change elevation continously in build phases by keeping the up and down arrows depressed, instead of having to tap them to move in intervals. I'd also like to see a few amenities, such as a cleverly integrated, button-free reload function (double tap weapon, etc), on-screen indicators of enemy damage on base (red arrows on the edges of the screen is a classic), and away to review my mineral income.) In spite of above complaints, Block Fortress is probably my second favourite Foursaken release so far, but Bug Heroes sit on an insurmountable throne. (And besides the sequel that would top all other upcoming iOS titles in personalized hype, I'm also still hoping vainly for a Bug Heroes-styled dual-stick MOBA (base versus base PvP with attacking bugs coming at both bases in equal force, co-op classic base defense, arena PvP, and classic arena co-op, and all the PvP modes available for a variable number of players), with Bug Heroes' character and match progression, made all the more action-oriented and twitch-based for its non-DOTA, considerably more awesome roots.) Hence the sandbox. Go box in the sand!
Are you guys ever going get to the game play discussion?? So what do you get from leveling up? Besides hp and new turrets?
It will take another 200 pages before we can find something useful then. Do we also get bonus damage from leveling up?
I'm not sure about that. I think someone might end up creating a tips thread in the General Discussion forum to try and get all of the useful info in one place and to share screenshots. You can start it yourself if you like.
I am okay at minecraft, but not on a touch screen. No matter how many iOS FPS games I play, I've yet to find one that I feel comfortable playing on a touch screen. I am very tempted with H&C, the massive amount of praise it is getting is almost too much to pass up. And if it is easier to manage from a pick up and play, it might be more my style. I may. I am intrigued by it... I truly am. It's not like it's a $6 game, but $2 on a game I don't end up enjoying is still wasted money, and I throw away more than enough of that See, I gave BH a try and I couldn't see what everyone else did in the game. For me I felt very meh about it. I couldn't tell you why, but I never felt it. Maybe that's enough to warrant me not trying the games. If there was a lite version, I'd be all over it. But without, it's just throwing away money. Again, it may not be a lot but it adds up. As for the difficulty, reducing the damage enemies cause, or the amount of enemies might not make a person an expert at the game, but it will provide the freedom for screwing up and adjusting things without as much punishment. Maybe somewhere between sandbox and full mode? FM - I take it based on the last response it's a no, huh?
To be honest, I think this game is -easily- worth $2 for the sandbox mode alone, and difficulty isn't an issue there. It's just heaps of fun creating crazy fortresses and watching the enemies get zapped.
How do you get more concrete blocks? I understand that the mine shaft gather resources, but i dont see it adding more to my block resources during the building phase or attack phase. Maybe it's added later after the attack phase?
I've never played a Minecraft type game, love TD but not good at them. Got to 3-4 round consistently the first couple tries. Everytime I play I learn new things and using the craft section helps. Also took me a lil to find that you can change your sight line on the left side while in build. At first thought controls sucked but now I enjoy them. I dislike FPS and suck at them, console and iDevice. I easily move around and shoot the enemy. I don't see any problems with this game being too difficult or the controls not working well. Tho I do think that a manual headshot should count as more damage, and more gore might be cool as well.