The game is thrilling at its core. There are just so many different ways to tackle each section, not to mention the varied paths you can choose as you move through the level layouts. The audio is perfect - from the sounds of supressed burst pistols to the wide open cracking of the auto rifles, to all the varied hostage and enemy chatter, not to mention the excellent music score. There’s just so much here that’s so, so right. This is literally the only thing that’s been a downside in my opinion, and Ayjona said it better than I could have. I’m really glad the dev is open to movement control options. I’m specifically struggling with the lack of “slide-over” as she(?) mentioned. That, and the d-pad itself seems to be just a hair too far to the left edge of my iPhone 11 for the way my thumb naturally wants to rest. As mentioned above, I think a floating stick is at least a good starting point, though I like the way the d-pad feels more natural for this type of game. Sometimes you just need to tap to move your character ever so slightly, something that you can’t do with a floating stick (or can you?). I feel like an option to move the d-pad around would help a little if that’s a reasonable request. Anyway, I’m moving along at a snail’s pace (working on level 1.4) but enjoying this immensely. You really surprised this mostly non-tactical gamer. Going in I had my doubts I’d stick with it for long, but I find myself wanting to play this more than most other games at the moment.
A QoL request. I hope each class remembers the setup from the last time playing the class, rather than slots of previously played class.
Also I have a question about a weapon stat. Does the recoil bar represents the controllability of the recoil, or the amount of recoil.
The Recon benefits immensely from his skills and will be esp. useful in multiplayer boosting his team-mates, as would be the shield girl.
Nimbus folks, I'm trying to get onboard with SteelSeries since the controller seems scarce around here. Can you help by giving this tweet some love? https://twitter.com/inthekillhouse/status/1247105377746944000?s=20
What do you mean by that. Re-tweeting? Edit: Never mind. I guess you are talking to the manufacturer.
It would be great if you you could shorten the distance between lifts on mission 3.9. It was quite annoying that I could not move between lifts and had to jump on top of lifts. Also placing a hostage in a lift wasn’t a good idea. I had to restart the level a few times because the hostage got squashed by the lift.
Really fun game, but very bad mobile controls. Playing on iphone x typically I experience: trying to move but jump Trying to sit down behind cover but move Trying to move to cover but sit down (out of cover). Trying to sit behind cover and turn to shoot the other direction but move out of cover instead (or do not turn and get killed). Also the lack of crouchwalk seems very rigid.
Hopefully controller support will fix, It I understand that of course people expect great touch controls as well!
I just want separate jump button. Otherwise I’m fine with d-pad as it is now. Maybe an option to resize it and move around a little. But with higher speed characters it’s already quite difficult to make subtle movements especially near the ledges or ladders. Virtual joystick would make it pretty much impossible to navigate. And fixed one would be a pain as well. Adding controller support? Sure, it’s reasonable. But I wouldn’t suggest tempering with controls. Just my two cents.
Exactly this. Just needs a movable, resizable d-pad (minus the forward and backward jump arrows) and a jump button.
We toyed with a number of controls during development including virtual joystick style, we felt this was superior - for our gameplay - but also looking to tweak it. Can you guys and gals point to games that you feel nail the controls you mention? for example movable resizable d-pad? Also, please let me know if you still get crashes in version 1.0.33 (launched last night)? Thanks!
While I couldn’t find a game with controls that would also work with your game, I can give my idea. First, it would be better if buttons could be moved around, because the comfortable locations and layouts differ between players. Regarding the function of buttons, I would remove the jump function from the d-pad up, and provide a separate jump button right above the use/melee button. This change will provide more smooth platforming experience, and also prevent accidental jumps. Having an additional button wouldn’t make the controls over complicated, since jumping isn’t so frequent in this game.
Ooh, that's a tough question because side-scrollers that utilize all 4 directions on iOS are seldom and nothing is immediately coming to mind. I'm going through my purchase history to see if what I can find. I dunno how feasible it would be to entirely ditch the visible d-pad and work with an invisible one like in Wayward Souls or Mage Gauntlet, for example. If it makes any difference, I think your d-pad works exceptionally well. It's just I guess I've been conditioned to expect a jump button in side-scrollers, but of course with DK: Action Squad there's much more than just having to jump and attack and any more controls in that corner could be overkill.
I forgot to mention about the rolling for the agent. Maybe assigning down right/left + jump button to rolling works.
Ok, cool, good food for thought, but can you mention specifically a game with "movable, resizable d-pad" ? Thanks!