This is a list of items and their visual descriptions before being picked up, for my convenience as well as for anyone else: * Spoiler Orange - Piercing shots * Spoiler Peanut - Alternate shots are larger and stronger * Spoiler Red Apple - Chain kills for damage boost * Spoiler Cherries - Life-steal follower * Spoiler Lime - Poison shots * Spoiler Lemon Slice - Stronger, slower shots * Spoiler Banana - Boomerang shots * Spoiler Sugar Cuboid? - Temporary shield after getting hit * Spoiler Yellow Apple - Split shot * Spoiler Pear - Faster shots * Spoiler Chili - Follower that shoots fire occasionally * Spoiler Coffee Bean - Stronger shots that wave up and down * Spoiler Cinnamon Sticks - Damage boost from getting hit * Spoiler Square Watermelon - Charge for spread shot * Spoiler Marshmallow - 4 gold hearts * Spoiler ??? - ??? * Spoiler ??? - ??? * Spoiler ??? - ??? Feel free to correct me on the visual descriptions, I'm not familiar with some of these ingredients in real life. I'm also going to do a similar post on enemies and how to best deal with each type as well as a post on general tips soon.
A big thanks to the developer for an amazing game. It has great graphics and sound, it is addictive and challenging, and provides variety through power ups. Best game of the month
A lot of praise going around about this Dandy. Probably be picking this up today. I liked Binding of Isaac and I'm a so-so shmup fan so this one is a safe buy for me, from the look of things. Thanks for all the imps and vids guys
Just watched Tasos' Mobcrush stream from yesterday. Could be another game to add to my list of GotW nominations. Picking it up now. EDIT: I was about to buy when I noticed there didn't seem to be Game Center support. After reading through the thread, my suspicions were correct. It does look really fun and you guys in here seem to love it, so I may just go ahead and grab it.
I got in contact with wefiends over twitter a few days back and they are trying to bring the OST to iTunes soon Meanwhile you can check out these tracks on SoundCloud: * Dandy - Incoming * Dandy - Standstill * Dandy - Passage * Dandy - The End Also, the "guide" of sorts I mentioned a few posts ago will hopefully find a home at AppUnwrapper's site once it is in a decent starting position. Also, wefiends tweeted this a few hours back, a really cool look at all the enemies:
Ok, so i made an experiment with this one, only based of reading shmup, perma-death, stacking powerups and five 5-star ratings from TA'ers. No highscore with Gamecenter brought this (probably) real interesting game pretty fast to a halt. For me, no fun to game on further as is, pity.
Have you beaten the game? Because if you haven't beaten all the bosses and unlocked all the items I don't really see the issue about the leaderboards. GameCenter scores only become relevant to me in a shmup when the main content is exhausted.
My post said it already, i guess, but no, i didn't beat the game. This is a simple matter of "each to his own". In this case/game, only the challenge of beating a score would keep me pushing to go further. And what's a shmup without a score anyways...each to his own. Btw, i never came across a boss, and i only came to the chain-boom-blue-guy and a bit further. Probably now you see for how long it kept me interested, or would there be a boss soon after? While the art style alone doesn't let me jump for fun (always secundary), the overall polished presentation with this great tutorial and the responsive controls with sensitivity slider (also for music/sfx) makes it a recommendation, if you don't mind having no GC/achievements and if the price doesn't scare you off.
:shrug: for me a shmup doesn't immediately equal high score chaser. To me Dandy is more a rogue-like than a shmup, and there are many rogue-likes that focus on progression rather than high-scores. Even something like Binding of Isaac is only getting scores and leaderboards in its upcoming DLC. Wefiends said on Twitter that GC leaderboards are not a priority at the moment, but they have something else that might interest people. It's possible they are trying to make cross-platform racing work, or maybe their own leaderboards. While the devs obviously have a presence on this forum, I would recommend making your concern regarding leaderboards known to them via Twitter (@wefiends).
This game is absolutely great. I was on the fence about it but it's quickly turned into a front-running contender for game of the month for me, and that's saying something since August was definitely one of the better months of the year for iOS releases so far. Trust me, do yourself a favour and pick it up. I'm only a so-so shmup fan and this game appeals to more than just the shmup crowd.
Lol, i had to LEO shrug...dito I don't do other social stuff, TA's my "bible". Once in a while i email the Devs for something, but no urge this time. If the they read this here, fine... I'm already (always) waiting for other updates, and the next release day is around the corner, again...
So you want the game to be better but are not really interested in making a small effort toward that goal? Anyway, I finally beat the first boss with the Lemon and the cream cheese. And holy shit, this game is not playing around. The difficulty ramps up very quickly after that point. But what I love is that even the toughest enemy can be tamed once you know how it works.
A few people have made the comparison to Isaac and found the procedural generation to be lacking, however the truth is that Dandy also has shades of that other indie darling rogue-lite, Nuclear Throne. Nuclear Throne features the exact same levels with the exact same enemy types in each level during the first loop. It's only in the second loop that enemies from all levels start spawning everywhere. Dandy follows a similar philosophy, you encounter the same "levels" with same enemy types, but the formations can be wildly different. At the same time, I do think that adding more randomization to the enemy types, their spawns, level variety would not be a bad thing. If the game does well I'm sure the devs would be interested in incorporating user feedback into the game.
[thread=269386][/thread] [thread=248489][/thread] [thread=269541][/thread] [thread=269461][/thread] [thread=269494][/thread] [thread=269444][/thread] [thread=269442][/thread] [thread=269449][/thread] [thread=261536][/thread] Dandy Or A Brief Glimpse Into The Life of the Candy Alchemist is one of the nominees for Touch Arcade Forums' Game Of The Week August 27th, 2015 VOTE HERE ***PLEASE NOTE*** 1) Developers, publishing partners, or affiliates cannot vote for their own games. If your game is in the poll, you can't vote for it. You are free to ask TA forum posters in your game release thread to vote for your game... but please don't post multiple messages about it. 2) This voting is for TA members with some activity. If you have to ask someone to create a new account to vote, you're doing it wrong. 3) Suspect votes may be void. Credit to AndyC83 for GotW logo & post layout
I can consistently make it to the first boss now. I love how the enemy design fits together in the bigger picture instead of just being randomly put together, blue enemies activate when you move, green enemies activate when you stop moving. It's such a simple design philosophy but it makes identifying how to engage a wave very easy.
One of my favorite LPers on YouTube just started a series on Dandy! Subscribe to the TouchArcade YouTube channel
Holy crap, where have I been! Missed the TA article and 6 pages of posts on here. Anyway, thanks for all the really great feedback, i'm glad everyone is enjoying the game. I quoted sapphire_neo above because it's exactly the plan. The more support we get, the more we can continue to add to the game. Power-ups, enemies, "mysterious" other things idk, we have huge documents of additional content we'd love to add to the game, and it's just a matter of it being financially viable. We're a tiny self funded team of 3, so it's really up to the game's success. With that said, we are already working on the first update which is basically going to facilitate adding new content to the game... sort of like unlocks... Also, as far as Game Center, I guess we've been out of the loop because the last time we had a release (few years) everyone hated Game Center. The game doesn't currently have a "score" and wasn't designed as a competitive game, but I'd love to hear what the appeal is. We'd definitely consider it if there's a huge demand. We're really open to feedback and want to continue making the game better. Twitter is definitely the best way to get in touch for any issue or suggestion, but i'll be sure to keep checking here. Also sapphire_neo, I have to give you a huge thanks for evangelizing the game, i'm glad you're enjoying it so much.