I am so behind the times! Just got this because it supports iCade, which I also just got. The question is why did I wait? This is so retro, trippy cool it should be illegal.
If anyone is enjoying the Mac OSX version of the game but would prefer to use a gamepad, you can use WiiJi to play it with a WiiMote. Works great once you bind the keys to the cursor keys - and you can play it across the room.
Nyara, iCade support is great, since the game gives such a lovely arcade feeling, you geel right at home.. One which: could you extend the support to the main menu... The switch from arcade stick to touch screen is a bit unnatural.. But no biggy
Hi nyarla, Good to have you back. I was a bit sad to find out that the last update still doesn't allow one to stop the game and continue later. This is especially important in the - nowadays hated, but still owned by me - iPod Touch 2g, at least. Also, any idea for having a mode that's actually "finisheable", as discussed several pages ago? Cheers, Paulo
I suck at this. Also as bluewomble88 said it would be nice to read a description of what the modes are actually about.
While in-game descriptions would be far preferred, I can at least attempt a brief rundown in the meantime: 1) Standard: Try to progress through as many random and progressively more difficult levels as you can with 3 lives. 2) Shuffle: Each level, besides being randomly generated, is of a random difficulty. While it will never tell you what level you're playing, you could start off on the 75th level, followed by the 3rd level, followed by the 20th level. Completely chaotic and usually very nasty. 3) Seed: This mode plays just like Standard with the key difference that the random seed used to generate the series levels is the same for everyone this day. Each time you replay Seed on the same day it will be the exact same series of layouts. This is a great mode to setup little daily competitions with friends as you can't simply claim they got an easy set of mazes since you'll all be seeing the same series of mazes that day. 4) Survival: This plays just like Standard but you only have 1 life. 5) Arena: This plays a bit like Standard only you can never exit the level. Over time flowers and monsters will simply respawn in progressively more difficult waves. It is your job to simply keep chugging along in the level until you die. All of these 5 modes then come in two difficulties: Original: Standard difficulty. Arcade: A nastier difficulty meant to resemble how arcade games of the 80's were designed to kill you off as quickly as possible in order to suck more quarters from you. Play Shuffle on Arcade difficulty at your own risk...or something great to do when trying to kill under a minute of time.
LordGek - thanks for the mode writeups... However, what does it say about this game that I have been playing it for a bit now and have no understanding about what it is that "kills" me in it, but I continue to play it and enjoy it.
After I got my iCade yesterday I spent quite a bit of time playing Forget-Me-Not and I must say it is fantastic played with a joystick. I did notice, however, that if I pressed any iCade buttons or the joystick on the main menu the sounds would blare non-stop and everything would speed up in the background animation. The game would play normally but whenever I would return to the main menu to change the game mode it would continue blaring the sounds. Is this intentional or a bug? (It seemed pretty annoying to me!)
Not that this is your case, as this game can kill you in many odd ways...but one of the most frustrating and potentially mysterious is "Self-Inflicted Gunshots". Straight pathways all the way across the screen (left right or top-bottom) are potentially DEADLY in this game! Your character shoots non-stop and, as everything in this world wraps around, if you sit too long in one of these tunnels going straight across the screen you'll invariably start shooting at yourself. Your only hope, besides making sure not to spend too much time in such a hallway, is to grab the key since, not only is it your ticket off the level, it will protect your backside friendly fire like a big impenetrable shield.
hey romanista! glad you like. yes, definitely needs iCadeable menus.. didn't think of it 'til after submitting 2.0.. i'm doing a small bugfix update soon so i'll put that in. paulo, ta yeah, i still only have a 2G Touch (and iPad 1) too. i really wanted to add that stuff but just didn't have time.. making it save the state requires rewriting/restructuring a lot of code because i stupidly didn't plan for it from the start. i do have some ideas for finishable modes, though mostly they're pretty much exactly the same as the other modes but with a specific end level. (e.g. game ends after 10 levels, try to get the best score you can). i don't think that's a worthwhile mode to add, i'd rather spend a lot more time and make something different. like..roguelike style "get to the bottom, retrieve the treasure, travel back through the levels you passed earlier to escape". it could still do with more info + a tutorial bit, yeah. that won't be in the next small bugfix update but maybe after that.. i really want to make a tut..it's hard to explain wall grinding to anyone who doesn't know about it. (anyone reading this who is new to FMN and finding it super difficult... wall grinding! wall grinding's what you need.) thanks for the nice explanations LordGek haha. glad you're enjoying it despite the mystery! that's what it's all about, for me.. i love games where you have no idea what's going on, but they're fun enough to keep playing while you figure out more and more of it.. though, yeah. it can be hard to see what killed you sometimes.. some monsters will turn and quickly bite you as you move past them, so if you're low on health you can die. and as LordGek said, shooting yourself in the back is a big one until you're used to it. another evil thing is the fact that explosions, like bullets, wrap around the edges of the maze.. so if you're right near the edge and something explodes at the opposite edge you might be caught in its blast radius. > so yeah, keep an ear out for those high pitched sounds the 'sploding enemies make, and the hissing of bombs. great! glad to hear you're liking it with joystick! the random cacophony of sound on the menu when you press buttons is on purpose (it's just a silly "sound test".. the same thing happens if you touch the areas outside the menu). it continuing to do it when you go back to the menu after a game must be a bug though, oops. i'll take that out in the next update because i'll be making it so you can control the menus with joystick and buttons.
Thanks to both LordGek and nyarla for the explanations and tips. I had already figured out part of what you helped with, but not all of it. I think I need to get this wall grinding into my play style. In any case, it is entrancing to watch.
nyarla, thanks for the reply I agree, the latter suggestion of a finishable mode - a la roguelike - sounds great. Actually, you could pick up a treasure on the 20th level (or whatever the bottom of the dungeon is), and then you could have to drag it out through all levels, like if it was a key - and could get stolen, as such You wouldn't need to get a key to open the door, when coming back, it'd just be the treasure. But you'd always have to pick up the forget-me-nots, to show the door. Just an idea But well, this only makes sense if you _can_ save the game (and probably have more than one save slot, then, since I imagine having a quest going, but if I have 1 min or 2, maybe I want to play arena and not have to lose my quest)... I can't imagine doing the quest in one sitting Cheers, and happy new year! Paulo
Ah yes, this is pretty much exactly what I was envisaging On the way back up, all the doors would already be open maybe, but everything'd be harder (permanent darkness probably). yep, definitely. i'd have to implement save state in order to store all the generated levels (with exploded walls and all) so you can travel back through them anyway. happy new year to you too. have fun!
I bought this recently and I am dead terrible at this game. But it's tiny, cute and fun, so I don't mind. I'd really love a quest mode, but I think permanent darkness on the way back up is somewhat too difficult. Or do you mean having a limited field of vision? I think the latter would work wonderfully.
AlteaineDranix: Ah yeah, I mean a limited circle of light around the player (and explosions etc), not total blackness This effect can already be seen in the game - if you hang around a level for too long in Arcade mode, the lights go off (as well as the ghost appearing like in Original mode). It can be horribly difficult, you sometimes have to quickly memorise a bit of maze layout etc. I like the feeling of relief I get when I finally see the open doorway particles coming out of the dark.
Thanks so much for your response - so awesome to have a developer who's so involved. Really appreciate it - I'm looking forward to iCade menu control!
It should work on 1st gen, but unfortunately requires 3.1 minimum. (Actually the current version is broken on 3.1 devices and I haven't had time to figure out why yet It WILL be fixed though.)