Thanks everyone. So pumped about the feedback we are getting both here and in our emails. Looks like we are nearing some sweet spots of where this game should be. Thank you! And thanks for the email as well. Glad you are enjoying the game. Any chance you could provide me with an example of the kind of d-pad you are talking about, maybe in another game. Only reason is I would consider what is currently in GMOH as a floating d-pad, haha (maybe I'm using the wrong lingo). Would love to be able to implement other control styles people like. If you noticed on the main menu you can switch from swiping to buttons, though we recommend the swipe controls. It shouldn't be too hard to include an option for a different style d-pad if people wanted it. I was thinking of including the option for a fixed d-pad, one that doesn't follow your thumb around incase players preferred that. Anyway thanks again!
Ok so I could play it a bit and I must say that I love it very much! The story is fun and the ennemies are really cool. The difficulty is pretty high as I can't get used to the controls, swiping is the best way but it's hard to be 100% precise while jumping or running+jumping. Shooting is well done but once in a while I'll shoot left while I wanted to shoot right, not too sure why. Otherwise it's a must have, I'll definitely buy it when it will be out to support the dev. I'll play it more and see if I have anything else to add.
Thanks for the feedback glad you are enjoying it! I think I may add the option of having swipe controls but also a jump button in the corner. The majority of our players have liked the controls but I think some are used to being able to just hit a button rather than swipe up to jump. I'll have to see if I can replicate the shooting direction you are experiencing. Also is this feedback from the previous version or the one released yesterday with the new difficulty adjustments? And if so what difficulty settings did you use? Thanks again for the support and kind words!
I'm seeing a lot of talk about the controls and I'm kinda concerned because I absolutely love them just as is. I concur that other control options are always a welcome addition, but they really work well in this case and I've been able to comfortably adapt to them/finish the game without problems. Takes some getting used to, but just wanted to note that I love the existing ones and feel they work very well. Just my $.02.
Thanks! We are actually extremely happy with the feedback we have gotten on the controls. About 90% of the testers have said they wouldn't change them, so there is no plans to touch the main control settings, no worries there. But since there is a few who have mentioned a couple things they had a hard time getting used to I may try a couple extra options as they are easy to implement. May not be necessary though as you said, most those people are able to get used to the controls after a number of rounds. Anyway thanks everyone for chiming in. I appreciate all the feedback and support we are getting. Testers are enjoying the game and sending us encouraging emails. Now I'm using my time to polish up little unfinished things and check out any random issues that get noticed by testers, mostly a bunch of small things. I've also got some great suggestions I'm gonna work on. One tester thought it would be cool to add floating numbers above each enemy that is killed showing the points you got from them, like you see in a lot of arcade games. Could be good to help show how combos effect high scores. Happy playing! Can't thank you all enough.
Just beat the game with the Space shotgun, 140k score (no big combos, bleh) But I'll say if your trying to just beat the game, the shotgun is a boss KILLER. Was my first time playing with the shotgun, hard to keep combos but you will rip the last boss in about 20 ish seconds >=}
Nice! Yeah, I really like how the different weapons have advantages and disadvantages. Easy to miss a combo with the shotgun since you have to be close to enemies and wait for it to reload. But it is powerful for taking out larger enemies. I may slow down the reload just a tad to make it so it can't take out bosses too fast, unless you guys think it feels perfect where it is at?
Haha! You can give me your money soon enough... In all seriousness thank you for the kind words. Really appreciate all our testers and everyone else showing support and encouragement for this project.
A cow dealing death from it's udders? Bonkers, pure brilliant genius bonkers Cant wait to get my hands on this one.
Haha, thank you! You sound pretty brilliant yourself! UPDATE Today I was able to get a handful of suggestions implimented as well as get the Game Center leaderboards done. QUESTION Are gamecenter achievements still a big thing players like? Wondering how many I should go about making. The more the better? Or do most players just ignore them?
I'm loving this. Subscribed. I haven't a clue on popularity of achievements. I would imagine that there are those that love them and those that could care less. I can't wait to see more!
Thank you! And welcome to the forums. For some reason I thought that recent changes by Apple made achievements not as apparent, but I may have made that up because looking at my games they seem to be the same. I'll got ahead and put a bunch in there.
Cool! Thanks for weighing in guys. Good to know that it is worth it to put in the time making a bunch of fun ones.
I personally couldn't give two hoots about achievements and leaderboards. I play the games for their fun factor and that's that as far as I'm concerned. But, I'm probably in a minority. I see a lot of people using them and I have put out one game that didn't have achievements in it to begin with. By god people weren't happy, so I had to make an update to add them in. So I'd say, save yourself the backlash and add them. It's a little more work for us now that Apple have removed the game centre app. But really not that much, you'll get the logic done in a day easily.
Thats what it was. I was wondering if the removal of the app made them less of a deal. Anyway, my plan was always to include them. My questioning was more to see how many I should make. Looks like there is a good deal of players who enjoy them so I'll go ahead and put a bunch of fun challenging ones in there. Thanks for the responses!
The more the merrier! GC is active and it still works just fine. I'm sticking with iOS 9.3 on both Air devices. Apple should keep both the stickers and GC. Very excited to play when released! PS Roll Turtle is still one of my favorite iOS games but I might not have purchased it if it lacked GC.