haha yeah they're a pain. they can be good though, you can charge up and then run/shoot at one, which means there'll be another one behind it by the time you squish it.. keep charging and running forward and you can generate and destroy long lines of them, plus collect all their fruit. i just got 100k and 2 extra lives in one level doing that. except then it was hell trying to get back to the door. sometimes you just have to find a safe corner and sit and wait out the chaos.. when i was making FMN there was a bug once which made those enemies (they're called 'puddings' in the source code ), once cloned, instantly make another clone, recursively. so if you shot one, every available space would instantly be filled with 'em. it looked cool.
It musta taken some time to get to that score. That's one thing I do notice about this game, if you're doing a high-scoring run, that run can take quite awhile, particularly since how quickly you accumulate points is in part determined by how evil the level generator is deciding to be. If I could make a suggestion: An interrupt-save feature, like that found in most Roguelikes. Technically, yeah, if I need to take a break I could just pause the game and put the thing in standby, but I dont really like doing that... I never fully trust that the thing wont screw it up somehow, haha. As it is, my current scores in Standard are usually averaging around 190,000, and this can take some time. Of course, as I see it, it's time well spent, haha. The only other suggestion, is something someone already mentioned earlier in the topic... more control options. It can be very frustrating to have a potentially very long flower chain broken simply because the thing decides that you want to move in a direction that you very definitely DID NOT want to move in, thus instantly breaking the chain. I wish touch-screen controls werent always as funky as they can be sometimes. Also, I've found that having like 7 of those Wizzrobe dudes (that's what they remind me of) warping all over the screen throwing their horrible fireballs every which way can make things really dangeroius. Particularly when those square guys are already everywhere. This game really does not ever get old.
If a soundtrack was added, I'd probably turn it off instantly. Sounds are too important in identifying problem enemies. They're even more crucial if you put yourself constantly on the verge of grind-exploding. My score took awhile, but it wasn't as bad as I thought. If you keep yourself close to death by exploding, you can zip through the levels really fast. I generally pick up every flower but one as quick as I can, then see if good enemies to kill for fruit or points spawn. My favorite enemy is probably the robed guys, because they give 1000 points per kill or so. More if you grind them in quick succession. The reflective-spinner guys are probably the most deadly enemy, the ones that become increasingly powerful turrets after absorbing your shots. There are other enemies that can kill you faster, but generally you can counter them and survive somehow. If a lot of reflective-spinners spawn in a small level, it's possible for a situation to be generated where you simply can't survive the endless chain reaction that follows. The first time this happened, I got through after losing 7 lives. The second time, I lost my remaining 8 lives and still had a good half level to clear of flowers. That time, they were somehow in a position where they'd constantly shoot each other. Not enough to kill each other, but enough so they'd churn out huge amounts of bullets.
Wow Kepa, you're a mutant. I never managed anywhere near that many points while testing, nice work. I'm going to have to have a big session soon and try get back up the leaderboard again Keeping yourself constantly close to grindy death is totally the best way to play. Definitely. These two things are at the top of my list of stuff to add for a future update. Thanks you lot!
Impure. A bit easy. Let's you decide when enough is enough Forget-Me-Not does not deserve to be laughed at, despite the overabundance of full-restore health potions that effectively turn Survival mode into a typical, multi-life arcade mode that demands much time compared to most single-life survival modes, and despite Standard mode being an adventure mode of sorts that would take days for me to complete (let alone video record without pausing - if ever there were a competition). Its "ghosts" are as dumb as doorknobs and seldom menace the player; they're only baddies insofar as they eat fruit and interfere with combos, and explode holes in walls that let shots wraparound and become a bit more hazardous. What Forget-me-not lacks in retro arcade purity and old-school danger, it makes up for in style (excellent and mellow sound and visual design), controllability, and randomness that guarantees a somewhat different game each time. At the end of the day it's fun. There is no real survival mode (e.g. the difficulty ramp-up is much slower than that of Silverfish Reaper mode), which was a little disappointing. It's satisfying to eat fruit and make long flower chains. The fruit - especially the green apples - come across as very enticing. Everyone knows Rocketcat is flying at the top, but I'll do my best to surpass his 150k+ survival score (I'm #2 with only 83K at this time). It's good to see so many nicknames from other iOS retro games, including those from Minter's.
Just broke 100k for the 1st time. will not be able to upload scores for a couple days yet. Man this game is addictive! Thanks Nyarlu!
Just wanted to comment on the soundtrack discussion. I'm all for a soundtrack if it's fun and retro (but not annoying). I honestly don't use my iPod Touch for music any more (use my mobile phone instead) so I don't listen to my own music when playing a game. But the option to turn it off would be welcome if you don't care for it.
ok i just got this can anyone give me some tips and explain how to do certain things it would be much appreciated
hamster787: well, what certain things do you want to know how to do? tips: grind the walls! (you do this by "turning" before you reach a corner - while moving along next to a wall, swipe once towards it). this powers you up so you can kill enemies by touching them. too much grinding and you'll explode though. collect the longest unbroken lines of flowers you can for lots of points. collect lots of fruit.. 100 pieces = extra life. sometimes finding a safe corner and just sitting still for a while is a good idea, to let the monsters fight it out amongst themselves, or to wait for an area to become clear. AndyC83: no worries, glad you're having fun with it! Grubjelly: thanks for the review! i think you're right about how long a game can take... I'll definitely be adding a way to save a game and continue it later. Also planning on adding some more challenging modes w/ a faster difficulty ramp, which will make for quicker games. I'll keep the current modes as they are though because not everyone finds it so easy!
Just stopping by to give props for a kick ass game. Although I'm not a board topper, I'm having a blast. Glad to give you my $2 (especially since you gave me a code for MSD way back ) Oh and congrats on being featured New&Noteworthy on the Games page!
Game of the month, in my book. I keep coming back to it. Please don't kill it with crazy updates. It's perfect how it is.
Game of the year, in my book It's just close to perfection and one of the coolest games I've ever played. Also keep coming back every day. Love survival mode. Short lovely sessions.
This is the poster child for those needing proof that 'awsum' graphics don't necessarily make a superb game. Don't get me wrong - IB and Dead Space are technically tremendo and no doubt, well done games...great for a few eves.... however.. This will played long after other games are memories of HD visuals gone past.