So I've put more time into the game and it's stunning, but no. I just can't. It's just too hard I know there's icade support, but I can't use it in my setup sadly. Can you maybe add a sissy mode? If not, I just can't do it. The difficulty is too much and for now, it's got to go. Am I disappointed? No. Because ITT I see a developer who gives a crap. I see a developer who actually cares and wants to make an experience that makes everyone happy without trying to vacuum every penny from them. For that, it was a dollar well spent.
Not very. But to get blocked right away rapidly took all of the enjoyment out of it. I didn't enjoy the gameplay enough to want to go through that. I found the gameplay frustrating instead of rewarding. For some people that challenge is appealing, and I can see that. Without the physical controls, that challenge for me just becomes irritating. Give me a controller and I can suffer through a lot. Without that, I just don't enjoy it. The jump attack, though, totally tossed me back into Castle Crashers territory. Maybe if I gave it more time it might get easier, but I see enough comments on how the difficulty ramps up that make me realize I'm not going to "get it" or enjoy it, not with the difficulty the way it is.
There are two undeniable truths for me with this game so far and how it relates to this thread: 1) This is a solid title overall, far from the one star review it was given by that one reviewer in particular. 2) I am still unchanged on my critiques. I have played the game for hours, gotten fairly far and achieved some decent scores. I believe this allows me to reinforce my previous comments that: 1) The enemy attack patterns do not allow the player to ever achieve a perfect score for a level, relative to the weapons the player has available. This is a sign of an imbalance that is not in favor of the player. This is highlighted by the fact that enemies lunge at you instantaneously and often from an angle before you can ever attack them, especially if surrounded. In general, one has to accept that, even though they will take out mass amounts of vampires, they will be continuously bitten in the process, no matter what. 2) The loss of energy from jumping is questionable at the very least. This penalizes and forces the player to micromanage a mechanic that should inherently be available to use. That being said and excluding those two main points, the game is a murderous, bloody delight with ridiculously beautiful animation and attention to detail, tight, responsive controls, an excellent choice of weapons, a story that ties in well to the gameplay, ample replay through a survival mode and a challenging campaign, is equal to or even better than Zombieville 2 in many regards, a developer who has obviously poured his heart out making this and who is more than responsive in this thread, an early adopter sale for the HD version, no IAP or plans to implement IAP... The positives are there. The negatives have been highlighted. When I do my own math, I can't give the game any less than 4/5 stars, and that is what I will be giving it when I do my own App Store review.
Finally got passed the 2nd level. The consecutive ones are much easier. Also rated 5 stars and left my review for the HD version.
This game is great!! It's hard but not impossible, I'm down to level 5 now with 5 weapon slots. Some tips are the beans refil you're health if you need them and chainsaw / flamethrower with Uzi combo work best for me. Jumping isn't great but I prefer to kill all those mofos!! Very fun and well written, reminds me of games I played in school online! Well put together and in a game that would seem IAP based, it has none. Could use some tweaks and more variety but this has been stated as coming later
Just got my 1st mil high score at vampasia survival mode! Happy! The mobs do rush from every direction to prevent u frm getting the multiplier. So do ur research and u will know which weapon is the best as I will not spoonfeed u guys. I stopped at stage 9 currently as my battery is low. Going to complete the game tml. Looking forward for future updates that will include new and more difficult levels. Thanks dev, u r amazing.
Pros: Amazing graphics and animations. Pretty cool concept (thanks for not making another zombie shooter). Lots of fun weapons. Great writing. Cons: You get stuck on a level too often and for too long. The hard difficulty makes the game repetitive. The few different types of enemies and levels also make the game feel repetitive. Consuming energy (health) by jumping seems rather weird.
Thank you. It has gone up a few spots and I've ended the launch sale to offset lost revenue. This game seems to be conquering the gamer market, which was what I meant with it. I knew I had no change at top #10, but I was hoping for top #50. Perhaps some day He backtracked and changed it to 3 stars, which based on his review, I accept (he's obviously not part of the gamer audience I was trying to reach). Thanks! Anything helps at this stage Thank you! I really appreciate that! I will add difficulty levels to the game, as I want to capture less hard core gamer market (but I'm totally ignoring the casual gamer market). Fangz will never have IAP. I'll do my experiments with IAP in an upcoming different version of Fangz (Fangz Free, or Fangz Forever, or something similar). I can't wait to see the flaming I'm going to get in that game. I think the launch sentence for that game will be something like: "Fangz Forever - It'll suck you dry!" Keep listening here or in Twitter. I hope to have a content update in a month and a half (adding more weapons, difficulty controls, most likely a new boss, etc). Thank you, that's fair and nicely exposed. But now let me just counter Enemies jump at you diagonally. You see that as unfair, but it's not, because you have the ability to jump to avoid the attack. Additionally the enemies have a cool down period after that attack, that's slightly superior to the player jump time + cool down timer, allowing you to do some really enjoying things like drawing the enemies towards a point (while blasting others with the minigun for example), jump to a position behind the enemies when they're about to bite you while changing weapons in air (to the shotgun for instance), landing and blast the hell out of them. To avoid that you keep on doing this (which would be unfair to the enemies), you temporarily loose energy when jumping. The "right" amount of difficulty is a fairly narrow line, and you seem to be just on the border of that line according to my definition of "right". I've dabbled with algorithms that adjust the difficulty based on the performance of the player, but they're too easy to manipulate in game, so I had to hard code this "line" of difficulty. The only thing I can do here are difficulty levels. Thanks They're not that much easier, it's you that are getting better Ok. Fair. This was by design since I like big colourful characters and I hated the look of the game on smaller screens, when it was more zoomed out. On an iPad it's more zoomed out that on an iPhone (to counter the fact that the iPad is 4:3 aspect ratio and would allow you to see less than a 3:2 or 16:9 aspect ration device). You're now getting higher scores than me But to hear comments like yours really brings a smile to my face. I feel that all in all I've done my job properly in Fangz
Quick suggestion. Could a "roll" button eventually be added? I like using jump, but roll IMO would be a nice addition for dodging and moving out of a crowd vampires. I feel like that might be a little easier then the jump, but I don't mind it not being added, just a suggestion.
Hicely said, my instinct to hurl hyperbole aside, this rather echoes how I feel about the game too. You hit the nail in the coffin on the head...
Hi dev, glad that u will be inserting different difficulty lvl in future version, to be fair, not all of us r hardcore gamers so a slightly easier lvl will make everyone happy. Just to check, I saw some players in gamecenter getting 2 billion high score in map 1 survival mode, is it possible? Oh gosh, that OMG!