Cave games would recieve poor ratings on the Appstore because of the deluge of casual gamers buying the game at a low price point and then going "GAME IS SO HARD. 1 STAR UNTIL ITS REVAMPED" The idea is that games like this are not supposed to attract the general population, but rather those that are devoted to specialized genres. And the argument that these games should be made 99c is usually from those that are only trying to save money.
What does the "Option control" option in the Button Layout Page 2 do? It gives you the choice of "switch", "Double Tap" and "Hold Down". But i do not see any difference
Isn't it referring to the pet bugs that fly around you and shoot straight lasers beams? I know in Deathsmiles, your familiar was sometimes referred to as an "Option". So maybe those controls are for switching between concentrated and loose gathering of your bugs.
But for that we already have the "open" and "close" buttons? This appears only after you turn on "shot off".
It goes back further in shooter history than that. They were called options at least as far back as Gradius. The setting affects the button's function. Switch - Button toggles between wide and tight with each tap. Hold - Hold button for tight formation, release to widen. Double Tap - No button, just double tap to switch. Game rocks btw Too bad it's blurry as heck on iPad2, and the OF banner is stuck constantly loading (even though I told them I didn't want those "awesome" features).
How does the game play on iPAD? Any videos by anyone? Edit: I just checked an older post saying the game is upscaled and not HD like Espgaluda? That sounds like a fuzzy pixelated look on iPAD?
I'm just consistently blown away by Ultra mode... Even on novice difficulty, it's FREAKIN FANTASTIC. I really wish the whole button aspect of the scoring system was carried over, though I totally understand why it wasn't... It's just begging for a deeper scoring system now. But still, the crazy difficulty makes up for it. The "true" last boss is awesome, and the bullet patterns mixed in with the bullets aimed directly at you is great... Really, I'm in love. It's hard to pull myself away to do anything else... =oD
Considering the original arcade resolution is 320 x 240, it doesn't exactly fit evenly into any iOS device, and will therefore be a little blurry. SD: 480 x 320 Retina: 960 x 640 iPad: 1024 x 768
really? i found it not so impressive as previous bosses on ultra. however yes, the difficulty is insane, the game is much harder than previous cave ios titles. especially because a lot of enemies come from the sides.
yes, really. I love the barrage of bullets that comes out from the circle, going outwards... friggin crazy. =oD
It's probably upscaled, but it's not made as gigantic as it would if it were an iPhone-only app and you hit the 2x button. There's a lot more screen real estate which is used for a background image. This is actually not a bad thing. The game still looks good, it is bigger than an iPhone's display, and your fingers never get in the way since there's lots of room to control your ship without ever covering the game area. I think they came up with a good compromise.
Yeah but we know they could make it look better. Espgaluda II HD looks a hundred times nicer. Sure this is almost 1/3 the price, but that doesn't change the fact that the blurry graphics on iPad2 are a bit of a disappointment. Its still a great game in every other respect, but the graphics keep it from joining the very small group of top tier iPad native shooters IMO. Edit: I should note that I'm talking about how it looks in full screen mode, which is how I prefer to play. It looks better if you use the medium or small play screen.
Well, I liked the idea of having a border around the game to put the fingers on. But the should have been at least 2x of iPhone area. And without "upscaling". This is disappointing for iPad users. And I do not play bullet hells on my iPod.
Espgaluda II was already remastered for XBOX360, so they already had access to the higher res art. Bug Princess is still running in it's native resolution, and looks blurry because it's being stretched by a fraction instead of a whole number. So because the iPad is 1024 x 768, and the original game is 320 x 240, then the clearest image would be displaying at 960 x 720 (3X) meaning having big borders. Forcing the game to run maximized stretches it by 3.2X giving it a much more blurred look.