I look at it this way, I go order a plain pizza. In the meantime, as they make it they have extra time to add stuff like pepperoni, sausage, mushrooms etc..Problem is my wife is nagging them to turn it into a hamburger. So do they waste the time turning a pizza into a hamburger (which it was never meant to be) or do they please the pizza lovers and make it a better pizza? Tim quit being my nagging hamburger loving wife and let me get the deluxe pizza.
Sorry for the "expand horizons" crack -- that was a bit much. As I tried to suggest by bringing up Monster Hunter, no game works for everybody. My point is that there is nothing wrong with the controls as they are. Personally, I've never enjoyed tilt controls on a platformer until Hedgy.
There is a lot that I do love about Hedgy and frankly will probably be enough to keep me playing. Now please, pass the mustard.
dpad - yes or no We are open for every idea and want to make the game suitable for every player type. With alternative dpad control we have two big problems. How should this work? left thumb for dpad, right thumb for turning hedgy and then no finger is left for synchronous sliding (fighting) or jumping. The game will be much more difficult to play. If you have the perfect idea we will integrate the alternative controls with an update. The second problem is, when we let to choose the control style most of the people will take the dpad without trying the tilt version. With dpad the game will be not so intuitive and easy to handle. Remember, we don't want to make your life diffucult like in Super Monkey Ball. If anything, it helps you to move the chacarcter more accurate and easier as with an dpad. We think that Crazy Hedgy is a jump'n'run action adventure and not a ball-roller in first instance. Just because Hedgy moves by tilting it is a ball-roller game? So have also jump'n'run games on Wii which are steered by tilting. We are developing a free demo version with which you can try our control system before paying for the game. I hope this is in your sense. Best regards Raffael Leb
http://app-score.com/crazy-hedgy or there Anyway I have 101 coins now. Only those difficult sky levels left. Cybertime- is it possible to get the coins in the last stage right now?
Well since you asked, why not incorporate a virtual stick set up for the left thumb for direction control (over the shoulder fixed camera angle, as it is now) and then two buttons for the right thumb (jump/attack). You could add a third button if ever needed. You could even leave the on-screen touch buttons there that currently appear to dodge. If you really want people to experience the tilt controls (which you seem, and rightfully so, proud of), make the first few levels or even a tutorial level tilt only, then only later enable a touch interface and make it select-able in the options menu. I'd like to be clear, I have no complaints with Crazy Hedgy, you guys have done an outstanding job. I, like others here, have only brought up a personal preference against tilt based controls. Furthermore I really appreciate your participation here, I am much more willing to buy games from developers that participate in the communities they market too. Thank you!
Controls Work Great I'm not trying to white knight it up, but the dev makes a really good point about people jumping straight to virtual controls if they were offered as an option. I've historically not been a fan of tilt to move platformers and can guarantee I would've jumped to virtual controls had they been available, which would've been a mistake. Love the game. Can't wait for new content updates. Removing nose from dev's a**
Just played through the first half dozen or so levels. Particularly impressed with how uncompromising the game is with delivering a complete console-style experience. By iOS standards this could have gotten away with a lot less and still been very well received. You know how we often say what a promising start a game is, how it could be improved and expanded with this, that and the other? We're used to settling for that on this platform and hoping that the developers will add more down the road. Well here, the devs included "this, that and the other" right off the bat. People voicing concerns over IAP, Freemium, and where the iOS is heading as a platform in particular, need to make sure they buy a copy of this game. Even if you don't like tilt controls. Even if you don't like the genre. If an original game of this calibre in terms of content, polish, accessibility and value for money can't make an adequate profit on the iOS without resorting to IAP and attempts to manipulate the consumer, then we really are in some deep doo-doo.
Stick with tilt please and let's have this game on the front page of this site already! Playing this game with a non-tilt control scheme would be like playing Katamari Damacy by point and click.
Definitely. touchArcade editors shouldn't wait till the sale is overÂ… I am very happy with the controls as well. Couldn't be better. But since I've got an iCade recently I just would be interested how Crazy Hedgy feels controlled with a real digital 8-way joystick. Just as a technical curiosity.
I know, I always say I don't like tilt controls...but in this case, ye, I made an exception...I will keep Crazy Hedgy on my phone cause the controls are perfect and I can play it also nearly lying in bed (it's a strange position, don't ask me to describe it!)
No, the last level has no coins, will be fixed with the very new map/level design! Happy New Year to everybody and thank you very much for your support! Best Regards Raffael Leb