Second Wind not giving air boost? Howdy folks, Do any of you encounter a problem where your Second Wind ship doesn't actually give you a second wind? That is, it is supposed to give you one free air boost per dive, but it doesn't. The thing is, it used to work (or at least, I think it did) Everytime I dive, I had 9 air boost. I would use a boost to prolong my dive, and I get a new boost for my next dive. Ah, the good ol' days *sniff* But I spent the air boost in one dive, and now the air boost counter is stuck at "6". I Has anyone encountered the same problem? Is it a case of IAP?
Hmmm, this is odd. We'll have a look into this as it certainly sounds.....fishy (HO-HO-HO!). We'll let you know if we find anything / fix anything surrounding this.
Glad TRB4 got the loot OK As for selling some of this stuff...we're considering it but will mostly depend on how well the game does on Android and if it's worth the time to sort out as it takes up a fair bit of time getting merch sorted and we'd have to pay up front for a batch of stuff that we'd then have to help to sell later (or we'd be out of pocket). Might do some digital versions of the posters at some point though as they're kinda done, just need re-sizing / watermarking As some of you have already heard DJ Kenneth did a great job of remixing the theme recently too!! Great stuff and we'll be sharing the link on Twitter / Facebook later. We're absolutely humbled that some of you lot have gone our of your way to submit ideas, create fan art and even remix our music. It's been a truly amazing to see a community come together and do stuff like this. THANK YOU!
Fun game, but please fix the freezing issue where you can't move and the only option is to end dive. It really screws up the goals where you have do something in a single dive.
I'm just glad it turned out in a way that everyone enjoyed it. Thanks for making such an awesome ( and addicting) game
With me, I just wait it out. A minute, 3 minutes later, and my diver's able to swim around again. Also, now I try to take a break, take a deep breath, walk around a bit after each dive. Originally, because this game is so addictive But I figured logging out of the game also improves the memory management and whatnot.
Yeah, the freeze bugs are a pain. The next update will squash loads of them though so hopefully this issue wont be as much of a problem after that Auto-flip for rotating your device should also be working in the next update too along with tons of other fixes that should make the game a lot more solid all round (although most of which you probably wont notice). Currently reworking the scaling stuff a bit so the game will choose the appropriate scale to display at depending on size of screen / resolution. This will not only help with the iPhone 6 / newer devices but will mean the Android version should look OK on the myriad of crazy resolutions it supports. I'll post a more in-depth update on here once we've broken the back of the iOS update and are ready to submit!
Fudge! Lost everything again. I was so engrossed in playing that my iPhone went dead on me. I plugged in the iPhone, waited for the battery to recharge, then re-launched the game. And I've lost everything. I'm back in swimming trunks on the blow-up boat. This is the third time this has happened.
Hi Kluless, not entirely sure how this is possible as your phone simply running out of battery shouldn't delete the save file. I will pass the problem onto Dan though for him to have a look at when he gets a moment.
Hi all, been a while but thought I'd drop by with an update on updates and things... Our plan was to release a content update for the end of this month but after some consideration we've decided to push it until next month. Couple of reasons for this.... 1) We need to finish the Android version first. It's sooo close but a couple of things are causing headaches. If we can sort them out ASAP this version should be ready to release in the next couple of weeks.... 2) Adding new suits, ships and LOADS of new loot means we have to change the achievements slightly to cater for more stuff whilst not messing up those of you who have already unlocked everything. We need to tread carefully here and not rush things. 3) We have some ideas on how to make the collection screen better and although straight-forward needs a bit of time to implement correctly. 4) Decided we'd like to add more missions to help spread out tasks so that it's not so common to get almost identical missions. 5) Need to test EVERYTHING again thoroughly to make sure the ton of fixes and new content doesn't break everything. Which sounds trivial but every full test takes at least a day or two and this only gets longer every time we add new content. Basically there's a lot to do, only two of us and we're flagging a little having not had a break from Deep Loot in many many many months. Things are getting there though and as I've previously mentioned there's already a ton of new content ready and waiting to be shared! In fact at last count we had... 7 new suits, 2 new ships, 5 new collections (34 new items of loot) and at least two dozen new locations / easter eggs. This list will only grow over the next couple of weeks too with the plan to have at least 3 more collections pushing the new loot count to 50-60ish and a bunch more locations. So that's where we are now. Most of you are probably enjoying the wide variety of other amazing games that have come out over the last month or so since release but hopefully when the content update hits you'll have a great time falling back into the Deep Loot ocean to discover the wealth of new stuff we're adding
Yes, looking forward to it to play the game again. But I'd rather have had a bug crushing update now and new content later though. I stopped playing completely a month ago due to recurring freezing bugs on deep loot dives
I mainly stopped because of completing pretty much everything the game had to offer. The bugs got me every once in a while but if I avoided the probe robot things then that seemed to help. When the game just randomly froze outside of that it would typically recover after a while of just sitting there. At that point I figured it was time to quit, force close the app, and then restart it. The memory issues are something I hope they can figure out a way to squash for their own sake in getting people that aren't serious gamers interested in this. I'm kind of willing to put up with some stuff... the typical causual gamers out there (of which several are in my family) are so quick to delete stuff at the first sign of trouble.
Alas after managing to release a couple of bug squash updates pretty rapidly we had to shift focus to getting the Android version sorted. The plus side to this is that we've fixed loads more bugs which should make the game a lot more solid. Once we're on top of the Android stuff we'll be able to make a call on whether to submit an interim bug fix update or hold out a couple of weeks and include the new content. Part of the reason for this is that downloads have dropped off (as is natural) and any update we do now will wipe our current reviews on the store so it might make sense for us to bundle the new bug fixes and content together so that there's a real reason for new comers AND Deep Loot fans to come back to the game. There's always lots to consider and if we had more than one coder and artist we might have been able to do things a little differently but at the moment we're just doing what we can. Still, it's been a great ride so far and we're super thankful for all the support from gamers the world over. We're also very humbled that users have been willing to look past the bugs and still enjoy and promote the game. That's helped us tons and we look forward to getting the extra bug fixes out there so that the game is nice and solid for all Right, back to the grind!
Hopefully at some point in October! Once Android version is out we should be able to add the new content quickly (most of it is sitting here just waiting for Dan to implement it!) then we just need to test and submit