Coddle, cradle and nurse it, like a delicate egg in danger of being dropped, cracked, shattered; a new Premium hatchling preserved to live on for another day, in all its cute, furry, iOS glory.
Hey folks, thanks again for the kind words! I'm working on 4 controls schemes for the new version. What do you think? 1. mini-pad: as it is now. 2. big-pad: a bigger pad that also allows you to go outside the pad area a bit 3. floating joystick 4. invisible floating joystick Also, Continue?9876543210 got Greenlit on Steam today!
Sounds great! Also, when there are two action buttons (2D scrolling "kill enemies" minigame), think about increasing the touch section of each button, since I usually find myself missing hits because the buttons are too small for me. Since you're going to have to put a "config" screen, can you add the option to swap the jump/action buttons? The jump button when you go to the 2D section is in exactly the same position as the action button of the exploration section, and I always find myself jumping like crazy at the beginning of the 2D minigame instead of killing enemies with the sword Btw, I was able to play once more today and the experience was -again- quite different to the rest of games I've played. The mid-level cutscene was different, I found a new minigame, I got killed in the first storm town, but the dying was different. It's amazing how the game offers such variety by changing some things of the basic premise. I haven't played much (4-5 times), but they all felt different to each other. I see a great future for this game in my phone
Yes! this was a very tricky and interesting thing for me decide on when designing the game. You have the option of: Keeping the attack button where it is and just adding a jump button to the left. Problem: This violates the traditional standard set by Super Mario Classic NES controls that is imprinted within all of our minds, attack is B on the left and jump is a on the right. The other option, it's weird that the buttons change, but you don't have that disconnect of things feeling opposite. I went with this one since I could never shake the Mario standard engrained within me. This is only for iphone. For the ipad, i just put the button above the attack, since ipads don't feel like controllers, this felt more intuitive to me, plus an ipad is so big in your hands its more a stretch to reach way over there than up. Ya know its all about feelings and stuff. I'll work on including those changes.
Thanks for thinking about those changes! Meanwhile... I'll have to install and play the game on my iPad It'll stay in my phone too. As you can see, I'm enjoying the game a lot! (When my job and my toddlers let me do so... )
TA has mentioned the game in the "released today" news. That should be of help to make people know about the game
first, congrats for being greenlit! the floating Joystick is my most favourable option. The D-Pad is not working so well for me. I also bought the DRM Free PC-Version which has WASD keys and Joypad support (using X360 pad) The Joypad plays on a totally different level of playability and with the kind of action taking place in the game I really want "analogue stick" controls. But also, maybe you can do something about not getting stuck at corners so easily. I think guiding the character along the obstacle, rather than stopping it would result in a more fluent gameplay. PS: I haven't been so excited about an iOS game like this since Sword & Sworcey.
This game is rough around the edges but oozes with style. The artwork reminds me of '3D Dot Heroes' for the PS3. I am going to wait a while before digging into this...
I rated this game five stars even with the controller issue because clearly the developer is actively trying to improve it. I agree with the floating joystick/buttons as the better options. What an amazing experience. Well Done!!! Thank you for putting so much heart and soul into the game. Emotionally immersive games always get me.
Just watched the video, that was amazing looking. I will definitely be picking this up, though I can't just now with Xmas beckoning.
Slightly rough I'd say. It's not unplayable by any means, it just could be better. And as somebody else said, the dev is addressing these issues.
Finally! I finally survived the first storm! This game is amazing. I started a new game today (yeah, only one game a day, not much free time to play...) and it was different from the others I had played before. So no two games have been the same, which is fantastic. This time I played Micronesia, then the love seas, after I survived the storm, I got to a scenery called princess castle (or something like that) and I've stopped in iceport at the moment because I've got things to do now, but this scenery looks fantastic too. The cutscenes also add for a different story every time, since they also change from gameplay to gameplay. @J.Oda, maybe you can add difficulty levels at the beginning of each game, increasing or decreasing the amount of lightnings you get in each storm, as well as the amount of direct impacts the shelters resist. That way you could give players the option to choose how difficult/easy their next game will be, without altering gameplay