I don't know. It appears to have auto-aim with no way to turn it off. I also can't figure out what the treasure chests are for. They don't seem to open but shake instead. Nothing appears to actually be gained by touching them. What am I missing?
I'll try to answer some general questions here: Shooting sfx I decided against sounds for shooting towards the end of production because it felt (to me anyway) like it was overkill with the collision+dying+explosion noise going off as well. I need to pick a really great set of attack SFX later if people really want to try that (you can tell me on testflight) Graphics I'll be the first to admit that compared to what Mooff normally does (2D cartoons), the jump to 3D was pretty huge for me since I knew absolutely nothing about modeling or unity until July this year. So this was very much a case of learning to crawl before walking in many aspects (modelling in Blender, learning Unity, reading up on a lot of in betweens) and that felt strange because I was already at a really comfortable place doing 2D stuff The 3D experience was like a reset button and it does show when people's first impression might wonder if it was drawn by some noob (and it was!) Everything in the game was modelled from scratch as part of the learning process when it might have been easier to buy stuff off the Asset store - it would have been a detriment to the future Mooff 3D games which already have come a long way (Space Time that is) Bugs Spinny axes seems to be a bug on a new launch of the game, I need Kwok to find that one... luckily it's just a graphical bug Guidance There's a couple of tips players have asked about: - Your main objective is to get to the exit (looks like a green door symbol) - The keys are for opening doors, the potions are for your (B) attack (like ammo) - Only Bishop can open Chests - You can click the circles above the character selection to play those skins (e.g. Morpheus above Edric) - The in-app displayed on iTunes is a bug, there are no in-apps - We kept the resolution low because of the whole "first 3D game lets be cautious on size/memory/fps" ...turns out it could have been quite a bit higher in hindsight - It's a difficult game where you'll die and respawn fairly often. You keep your XP - You can play multiplayer with anyone in the world, it's up to 4 players max - MFi support is one of the things we'll be doing in batch for some of the new titles including this one @Scottlarsen on autoaiming: You can't turn off autoaiming, I found the dual-stick method really impossible to play on iOS unless you had a controller or mouse (I'm ok with doing those dual-stick controls on Mfi though)
Still rlly rough but I'll support it, np. I'm sure you guys are hard at it. Also in agreement for attack sound fx. Keep at it fellas.
@S-mario: I'd live with the auto-aim if my character wouldn't spend so much time shooting a wall that an enemy happens to be standing behind at the cost of shooting the approaching hoard. I thought that the non auto-aim play was done very well in Minigore. Perhaps a target toggle button would work better with the current set up.
Ok this is for multiplayer: - Click Online (title screen) - Choose your Hero - It will connect to the multiplayer server - Your name will be Guest12345, you can click that to change it to anything you want it will become the name room as well - If you want to host a game, click New Game and pick a map. Then Start. - Now your game appears in the Lobby (where you entered your name) It will appear as 'Repulsa Map1 1P' if someone joins it will say 'Repulsa Map1 2P'
Minigore's controls are very good. I think the main difference with Dungeon Time is the pace is much faster, it could be that the auto-aiming has to ignore obstacles better or the range shortened. I'm very interested in how other players find the aiming system
I love all your games including this one, but have to disagree on this. Some of my favorite games on iOS are dual stick....from radiangames efforts on the 2D side to games like Minigore on the 3D side. I know this is your first 3D effort so I don't expect such a drastic change at this point, but maybe give it a try on the next one. Anyway, even with the incredible difficulty, this is another winner from one of my favorite devs!
Autoaim, ya needs tweaked or straight dual stick as was mentioned. Would it be that complicated to implement?
No wifi co-op yet but: Wifi co-op is part of our big multiplayer plans for early 2016 (when we have the 3rd Power Ranger to join Mooff Games, his name is Jonathan and he's going to help us so much with things like Mfi and research on Google's multiplayer engine)
Having a blast. Hey will you guys add melee at some point ? That's the one thing I think is missing Maybe a roll button ? Some weapons to pick up through the stages ?
Meh. I don't see what all the fuss is about. Plus, Im disappointed with auto aim and no option to manual aim