16 hours and still not able to... I have sent a twit to QCF earlier and I am told the situation has been escalated to Apple. We can only wait. Fingers crossed.
That's all I need to know. I understand the decision not to be able to reload and try again multiple times but if I can't put it down and come back to it later mid level then I unfortunately won't be buying it as much as I want to
This game looks epic, can't wait till its finally "available". I hope they worked it out so the UI will be good on touchscreens, that will will be make or break for this game methinks
Sorry don't have an answer for you, but this is also a huge pet peeve of mine. If you look at my post history, it's pretty much all I rail on about. Note to any devs that are in the process of putting together a turn-based, procedurally generated 2-d game: Make sure it saves it's current state even if the app in no longer in memory I think the reason devs overlook this basic necessity so often is because they are totally focused on staying in the game when testing, whereas in the real world, people switch between apps, get distracted, but the game down etc, and then lose all their progress. Having said that, most of the quality roguelikes on iOS get this right, there's only a few exceptions.
I'm pretty sure I'll get this the same, I know I'm just finding reasons to procrastinate on pushing the buy button
I think FTL handled this nicely. You could stop the game whenever you want but you can't get an advantage for doing so.
OK, so it's me taking the bullet, right? I'll wait until noon GMT, and if no updates by then I'll come here and update the thread myself.
Yeah, so... No, it doesn't seem to save mid level. I tried killing the app, tried exciting through the menu, always with the same result. Not a deal breaker, but certainly something I hope gets sorted out eventually. Other nitpicking: - The screen resolution is not optimal. It seems to be 1.5x by default with filtering, which makes it somewhat lackluster. It works, but it isn't... Clean. - I kind of expected to be able to zoom in/out via pinch. Nope. - I expected the attack interaction, at least when there's only one option available, to be handled via taking the selected enemy again. It's either via a radial menu (not the quickest...) or by tapping a button on the side. - My eyes hurt when I see Arial font in the game, mixed with the game's default font. It's just a visual consistency thing - it's probably the same on the PC, haven't played that in 2 years... - but yeah. Other than that, I would recommend the game. None of this should sufficiently deter you or diminish any enjoyment you might have with it! Cheers.
My only complaint/bug is when I logged on to the online account or wrote the name of my city, the text that I wrote was VERY tiny, extremely tiny, on the spaces which got filled with the words. It's the only bug I've noticed of, but I haven't had the chance of playing much yet.
Downloaded and tried the PC free version after someone suggested a few pages back. Great idea as it was only a 6mb DL and gives you an idea of the game mechanics. I Loved it and I'm now going to DL the iOS version. Happy days!
It works fine on my 1st gen ipad mini. No crashes, performance is fine (no lags). It's a pity that Sproggiwood doesn't work as fine as this game on it.
Love this game. However, I also have the tiny kingdom font bug. More annoyingly the app doesn't rotate with gyro to determine which side is up, with the result that the program and my Logitech keyboard folio disagree on which side of my IPad should be up. Tldr: game is upside down.