Am I the only one that didn't pay attention to file size and nearly had a heart attack? This takes up more space than Ms Splosion!! I haven't gotten to the game yet, and might not be able to since I'm seriously cramped for space. Is there any possibility that there might be a size reduction?
The developer clarified pages back in the thread that the HD version would be large and the SD version would be small. I doubt it'll change.
I mistakenly grabbed the SD version not realizing there was a HD. On my i5 there was a obvious difference but not big enough to warrant the size if you're struggling for room. On iPad the HD is epic.
I think I really suck at this game. I have 3 slots left of available upgrades for Health + Speed, I still can't get pass the second level with a fully upgraded shotgun. Timer runs out when I reach close to 50m.
There's an ATM on top of the screen...you have destroy that first. You can bring down his health while he's trying to fix it. It can be tough. Get the light saber and take him out, don't worry too much about the others stealing your money...just focus on the boss.
I think that's the way I beat it, basically I fully upgraded shotgun, 7 or 8 on stamina, but only like 1 or 2 on health...I didn't worry to upgrade health until later in the game. I think I beat it on my second run through mainly just with the shotgun. I guess I'd upgrade the stamina to 8 or 9, maybe you'll have better luck that way
I'll fix this bug in the next release. And I'll re read the entire thread to get all input from everyone. Then I'll think about it, tweak the game and try it. If it improves the game, it'll make it, but I won't touch the normal (current) difficulty level. No, strength and firepower definitely affect the damage you make to enemies. If it's not affecting it, then it's a bug. I'll check it. Normal difficulty mode is staying like this. This is exactly what I was aiming for Glad to hear someone is going through it. Aaahhh... you pamper me too much yes for the message, and yes for the melee while spinning. In an earlier build if you pressed fire while spinning, Frank would smash down and knock all enemies within a fixed radius, but I wasn't happy with the quality of the animation so I took it out. I'll improve the animation and put it back in, to see how it affects gameplay. I'm torn on this one. I love to carry the minigun around and freely do some vampire burgers. Slowing it down would make me an unhappy player Ok. Thanks once more. I'll start looking into this next week. 3d games can get away with a lot less textures, but I find 3d so soulless. You have two versions, a 100Mb version that unzips to 200+Mb and another one that's almost perfect (almost because I still had to compress many iPad retina assets... otherwise you'd really have a heart attack ). Stick with it. You'll improve as a gamer
Oh man, the sound was a hard work. I listened to hundreds of musics from sites like Shockwave-sound.com and chose some. For other levels I had to hire musicians to do custom musics. So perhaps one of those musics I picked up from one of those music sites was also used by that other side scroller. I have no idea. I know that I won't dare touch it while it's being highlighted by Apple
Hi Dev, I am currently at stage 7 of campaign mode, I felt the game is abit difficult but just like what u said, it give us a challenge rather thn walking through the park. I am fine with the difficulty. I have maxed all the stats, but I am constantly lvling up and still getting those brain. It will be nice if u implement another stat which we can dump all these leftover brains into maybe "Hp" like +10hp per brain if not I felt the brains is kinda wasted after maxing.
...or turn the brains into money. Well they did say future updates would bring more content to spend on...or wait, haha, maybe I'm thinking of a topic for another game =\ Anyways yeah, I like the difficulty too. Getting tired of those games that hold your hands or where u can cheat your way through with coin based IAP which make the game kinda cheap
I'm on the 7th level. Good game. Only thing I really don't like too much about this game is the weapon switching. Sometimes when I swipe down like when I have the food bowl, it won't switch out in the heat of battle and he still has the bowl, then I die. Would have been a lot more convenient if there was an option to make it so the weapon switching is just a button for each weapon. On the iPad there's a lot of screen room to switch weapons. Hate this stupid swipe to switch weapons thing, it's even more annoying when you have 5 weapons to choose from and need to switch to your shotgun real quick and you really can't as easy unless its the next weapon over and when it gets crazy and switches to the stupid plasma gun or food bowl, it gets ridiculous, and an un-needed death occurs. Better weapon switching would be nice
Well done great game. Was looking for some to take over from zombieville which I have played to death. Nice work
Hi Markku the timers are no big deal for me anyway but the dev. Hi will fix the timers in the upcoming update and don't forget it's only 0.99 for a real gem!
In the first content update you'll be happy you have those brains. I'm planning a "Rambo" mode, where Frank will wear a red ribbon around his head and do double damage to all vamps and a coin doubler. These upgrades will be paid in XP (brains) and will be expensive, because they basically allow us to bend the game's virtual reality almost to your will, and will allow you crazy multipliers, which will propel your highscores towards the top. Besides these two, there will be more XP based updates, so don't feel they're going to waste Read this extensive thread and you'll find some valuable info I tried that. For more than two weapons it was highly unpractical, and even with two weapons muscle memory never developed, since any two weapons could be there. I spent loads of time on this and this was the least bad approach I could come up with :| Bad. Really bad. These timers will reprogram your brain to wake you up everyday at 7am so that you play Fangz. And you'll have no control. Insert evil laughter here.
I liked how Zombieville did it - a seperate, single button that would cycle between weapons. It felt a lot better than swiping IMO. How about giving an option between the two in settings?
I'll try this with beta testers first and check their reaction. I tried this myself when doing the game and hated it, because it took way too long to reach the weapon I wanted, and I was flying blind. That meant that sometimes I skipped the weapon I wanted and had to repress four times again. I prefer to make design decisions that represent my view of what's best (pondered with lots of observation of others playing), rather than offer everything but the kitchen sink.
BTW, I don't know if you noticed (because I don't mention it in the tutorial), but you can tap on the weapon you want to switch to. I did this because some people quickly read (or didn't) the tutorial and failed to understand that they should slide through the weapon list.