Thanks Grub! Although I think one of the reasons I rank so highly on Silverfish is that not nearly enough people discovered that gem. Awesome game. FMN is 3mb... best value for memory ever!
This element of luck is totally ok. I love Sword of Fargoal because of that. The journey is the reward. And sometimes you're lucky, sometimes you're not. I also see it 50/50 as roguelike and Pac-Man.
That's a good idea. I wouldn't have been so critical of the game's imbalances if Toucharcade's Blake Patterson hadn't recommended Forget-Me-Not so highly. I tend to look at the games he reviews from the hardcore perspective given how many past recommendations such as Vector Tanks Extreme turned out to be solid titles with already refined and balanced gameplay. By the way, it felt good to just now opt out of extensive grinding during a survival level containing those multiplying critters. I could have gone from 140k to who knows how much, but instead ground a mere 20k or so before ending the level. It wouldn't have felt right to just keep milking the same cluster of dividers over and over while they drop health potions, when novelty in the form of new a maze awaited.
nyarla, this is a truly fantastic game. I'd put it up there with Spelunky as super tight design with procedural level generation. Great job!
There we go! I downloaded the update this morning, and it worked after a system reset. It's a splendid maze game, more cluttered than arcade titles from the early 1980s but often fun precisely because of that chaos. I don't normally pay more than a dollar for my iPhone games, but this deserves the two bucks. So... you ever think about porting this to other formats? Xbox Live Indie Games is aching for something like this!
The fact that the leaderboards are going to get reset with the next update has me not really wanting to play until after that. It's the right move, but none the less I'm not terribly motivated to try to get higher on the leaderboards until after the reset.
But there will be a permanent leaderboard with the old 1.0 scores. If you score high enough you will be immortalized in game form.
How on earth do you kill the red and blue squares without losing lives? There are so resilient that it takes a lot of shots to send them down.
Make sweet love to the wall until you glow red hot, then you should be able to take them out. The wall-grinding play mechanic doesn't work as well as I hoped it would... it takes a lot of grinding to build up power, and by the time you're running toward an enemy you're already pumping a ton of bullets into it. Still, it's pretty satisfying when you steamroll one of those tougher foes after charging up.
He's referring to your character in the game, not yourself. Do NOT actually make sweet love to your wall. TouchArcade is not responsible for any resulting damage to your load bearing (or load receiving) walls.
whatever you do Nyarla, don't let members of this forum tell you how to change your game. They already ruined Minotaur Rescue I really wish devs would avoid this forum altogether.
Please don't come to TouchArcade to tell developers not to listen to gamers. I'm sure the moderators won't like your comment: "I really wish devs would avoid this forum altogether."
I'm not saying don't listen to gamers. Just not this particular sub-set of gamers. Actually, on second thought, I think devs shouldn't listen to players too much, but especially not players in this part of the internet!
Finally got around to picking up this game. And it's great. I'm still terrible at it, but enjoying every moment.
The whole reason the forum is so popular with developers is they can get valuable one-to-one feedback on their games rather than going through App Store reviews, website reviews and emails. It's a rare opportunity and it sets iOS developers apart from the others, remove that and they're just a bunch of robots churning out games without any idea what we really want.