I am so rusty in CC. good to see the game alive. Grab it while it's free! I had a good time with it when it came out and the devs listen.
I played this on my Note 2 a while ago, and while I really wanted to like it there was just no feeling to it. The idea of a swipe mechanic double dragon game is great, but it just felt like a disconnected chore.
This game is pretty sweet. I had never gotten it before, so I happily picked it up for free + 3.99 for the Capcom characters. I think this will be up there in "pick up and play" value for me with Kung Fu Jumpu for a quick fix of action on my phone.
I haven't really played enough to say which characters are "good" or not. I just got this and the Capcom IAP because the prospect of a SF beatem up was just too awesome to pass up. I'm having fun with all of them. Maybe a vet of this game can answer that better from a more technical standpoint.
One thing I just hate about this game is dual currency (in fact I hate it in any game). To earn joysticks gets very difficult, you have to reach floor 41 and things like that. This pushes you into unlocking attacks by purchasing IAPs. And it is a paid game, for f sake! I've unlocked Ken and Ryu, but now I can't play with them because there is no way I can used their good moves! And the game looses that progress' satisfaction if you just pay and unlock everything. Feels like Combo Crew is slowly and quietly turning into a freemium game
I dled this game and while I'm only a little way in, I'm not sure I see what all the hype is about. It's cool but seems very one dimensional right now. I'm going to give it a bit more play though.
You quoted me writing about the paid characters, I really don't have a problem with that. Now I'm writing about the dual currency. I hope you can see the difference. Paid characters don't make me feel like I'm being forced to buy IAPs, but dual currency does. I had forgotten about dual currency.
I thought it did that with the update that added VJ and all the IAP when it was a pure premium game. The same thing happened with the Squids. I think it launched without IAP just like combo crew then they updated and added it on. It's weird to read the first few pages of this thread and see the worry people had over the IAP tacked onto squids and how the dev said it wasn't in combo crew and made such a big deal over it. Funny how they repeated the same pattern which is why Combo Crew was the first and last game I'll ever buy from this dev. Such is the life of a dedicated ios gamer.
Having bought this on day one, I was very much surprised when Viewtiful Joe was an IAP character with all the 'this is a totally premium game' the dev blabbed when the game game out.
I don't think adding characters through IAP makes this a freemium game, they're DLC, not consumable IAP, and they're licensed Capcom characters. So charging for them is completely justified. Some of the other IAP is a little much, but my guess is that the developers weren't making very much on a non-IAP $2 game. But this is still very much a premium game, if anything the addition of Capcom characters should increase the shelf life of this game.
I agree. I don't hate IAPs, but... I think developers have offer IAPs without forcing the player to buy them. I can't unlock new characters' special moves because I don't have enough joysticks and I can't get more joysticks because the missions became hard as hell, almost impossible. So I'm feeling forced to purchase IAP to progress and this is not cool at all, specially on a game I've paid for. But the characters don't make me feel forced to buy then to carry on the game, they just make the game a little cooler.
Not trying to argue, but the above quoted passages clearly show you saying that the DLC was different than dual currency, and thus OK. My point before and now is that it often gets hard to separate the two, something it sounds like you're learning via your own experience with the game. As a long-time TA poster noted not so long ago, "they don't put IAPs in hoping you won't use them..." Good luck with the game. I hope you can sift through the various IAP choices, figure out which ones will or won't affect your ability to do well, and ultimately somehow find a way to make playing enjoyable. DBC
Bzzt, wrong. Squids launched as a 50% off premium game for $0.99 with every bit of IAP it was ever going to have included. Brad slaughtered it in the review and TA podcast calling it a freemium game with intense pressure to pay to level up for zero justified reason beyond his own inability to play the game (you could unlock 100% of the powerups in the game well before reaching the end without any IAP, and the pearl doubler left you with tens of thousands of pearls with nothing to do with them by the end, ooh, awful). The Game Bakers spent months trying to undo the damage from his ignorant review and comments, eventually reducing the importance of the IAP to nigh zero, killing their own income in the process. So they bent over backward to make sure IAP couldn't possibly be attacked in the Squids sequel, and got nothing to show for their efforts. Then they tried to please everybody with this game again, and get attacked for it anyhow. You people think Capcom let them use their characters in this game out of the goodness of their hearts? Devs can't win with the iOS platform's audience and I'm amazed so many keep trying.