Looking forward to hearing (reading) what people think of the new update before I jump in with both feet!
Question for Frank: I watched a gameplay video and saw that when you stand directly next to an enemy and shoot at them, your shot passes around/through them. Was this a bug or by design? And if it was a bug, is it already fixed in the latest update?
It actually was there partially by design and partially by accident. I decided to leave it there originally. The idea was that if, say, a beast got close enough it could really get at you without you being able to quickly shoot it. Kinda forces you to keep moving. If you are like most DSS players you'll never notice because you're constantly moving but if you stand still you can get caught by it. But, based on recent feedback, I'll probably just change it in the next update 1.1.
Yeah, it occurred to me that it sorta actually makes sense, gameplay-wise, which is why I didn't automatically assume it was a bug. Nobody's making with the impressions...I really want to know how it performs post-update for people out there.
...well, if it's the performance that concerns you, then being able to turn off the dynamic lighting makes a big difference and the game now plays smoothly. I wouldn't say 'buttery-smooth' but now it's much better. In terms of 'story' or other aspects, then they basically remain the same - but in all fairness I haven't had much time to really dig more deeply into the game itself.
Whoasince the update its being played heavily in China. If only I could speak chinese ... On a side note for the story, if you go into the UFA Databank in the main menu there is a ton of info on the backstory, enemy descriptions and unlock-able "secret" information. Seems like some people are missing that at the moment. :/
Game Impressions Thanks ataloss--I picked it up knowing and played for a while just now since someone verified the performance is much better. I have to say, I think this is a pretty excellent dual stick shooter. I have some minor issues with it, and of course I cannot speak for it pre-1.01 update, but I can see a very big difference in performance using dynamic lighting or not, and I am guessing that the complaints about controls were coming from people who played with the dynamic camera which I suppose could create some confusion about which direction to move in with it changing often (although personally I didn't find it to be a problem and thought the dynamic camera was actually pretty cool). My minor issues--the robot voice is pretty difficult to understand at times, although I don't think that it is in any way imperative to understand it, although it adds some story and depth to the game when you do manage to understand it. Sometimes environmental objects block your path unexpectedly. Perhaps some slight visual tweaks can be made to help this out if others are finding it a problem as well. I suppose I'd prefer the ability to shoot enemies at close range rather than having the shots pass through, just because it can be easy to get sandwiched in between groups of enemies, however I guess it would make the game quite a bit easier. Maybe some shorter length weapons, like the small arms, can be used close-up and some of the longer weapons can keep the restriction. And last and most of all, I would prefer if there were some descriptions in the weapon selection menu, as well as a confirm button before you purchase new weapons. But what you get here is a pretty great package in my opinion, with a good deal of varieties of enemies and weapons, as well as a good number of maps, and although the dynamic lighting causes issues, the graphics with the dynamic camera are impressive. Very cool music, although I believe there is just the one track. There is Game Center and Crystal support. Most of all the gameplay is satisfying for me, with the sprint ability, grenades and mines, partially destructible environments, and a slower, more deliberate approach to combat. I won't say it is the best game of this type for iOS, but it's definitely well above the field if you ask me. If some of the dev's design choices have been criticized, I suppose it may be due to his wanting to do too much for those who are playing this strictly as a quick pick-up-and-play title. Not to say there is a ton of depth here, but I think it's a game that you have to experiment with a bit to get the best experience out of it. Character movement is generally a bit slower than other similar titles (forcing you to use your sprint ability to get better approaches to enemy hordes). You also need to manage your ammo somewhat methodically and make sure to pick up refills before a level finishes. Anyway, I think it is evident that a lot of love has gone into this, and I also think that if it sees the kind of support that has been suggested in this thread it can certainly be one of the top dual stick shooters for iOS. I'm giving it a 4/5 on iTunes with definite potential to rise to a 5/5.
I just wanted to add that I discovered some other cool things about this game--different unlockable game modes, such as one where you only use smaller weapons, one where you only have rockets, and one where you use a giant hammer. This reminds me of the the what I liked best about BloodnGuns and I think it is a great way to have a quick session. Funny thing, I just realized that there is an invisibility ability to go along with your spring ability. This adds more depth to the gameplay. Also, the soundtrack is more varied than I thought; there seem to be a few different musical tracks in the game, which is really nice because while the music is all similar and retains the same ambiance, it has enough variety that it doesn't get boring. Really liking this game a lot! I'm excited for updates, especially if multiplayer sneaks in at some point. I know the game suffered from poor performance at launch but it really deserves attention now, in my opinion.
Its not just a gameits a way of life ... Actually, I'm not totally sure why categorized there either. Chillingo chose that categorybut I trust they know what they are doing. Guess it doesn't hurt.
Well, of course I'm going to be skewed since I'm the developer but at its core its similar to some other DSS but there are a few notable differences that make it unique. - Walls and AI that hunts you down despite them. DSS's tend to be open planes where things just come at you or if there are walls the AI just kinda wanders around till it finds youcan get slow at times. In Etolis, you run around a corner and they will keep chasing you. Keeps it pretty intense in my opinion. - Unique Sci Fi graphics, enemies and setting. Each level is designed with a backstory to it. It does have a background story in the main menu but future updates will put that more up front and center. - Special abilities (Limited time). Choosing a different ability makes gameplay different each time you play a game (invisibility, invincibility, self explosion, and endless ammo). The character also has a limited sprint which is a constant special ability - A few different game modesClassic survival, Dronez, Hammers, and Rockets - And of course, friggin hammer. That's the dev's .02c
It doesn't matter if it's skewed . You've got yourself another copy sold . I just bought it . I'm tired of minigore clones despite them being awesome e.g. age of zombie + I love sci fi too I asked appspy to re-review your app . I don't know if they'll even listen but it's worth a shot ! From those videos , the AI shoot at you as well right ? It looks like an easier version of Bug Panic from Cave . +1 for you . Games where monsters just come to you are boring since you can never die if you dodge properly . I'll have my impression up soon ! edit : plus , I'd rather support developers like you guys than gameloft . I don't hate GL , i just don't like them . and it's universal ! to make this even better , look at some feedback from appspy's 10 min preview of etolis like description of weapon on click and double click to purchase rather than click to purchase .