Just downloaded and can't create a character. 'Failed to create character, try again' Tried a bunch of times. Not working
Awesome to hear. Get the principle behind online only but it really could benefit from offline. As it stands at the moment most of the wifi networks I am on do not allow this game to function.
I paid. I respect any dev that comes on here to discuss his/her work good or bad. My only request is there be an offline mode. I understand your server issues at the moment. No matter how hard you try things always come up at launch. But really once I've paid there shouldn't be a need to be online. If you add multiplayer down the road that would be a different story. But other than this I like the game. Billy
Hi. Thanks for replying and its great to hear you're listening to our comments. Definitely think offline is an essential inclusion going forward. However, unless I'm misreading your post, you have taken the decision that one control method is better suited and have therefore opted to exclude any other possibilities? Surely this is a decision the user should be able to make - there are very few game releases on mobile (or any other platform) these days that don't provide multiple control schemes. Devs realised a long time ago that it's different strokes for different folks and therefore excluding half your market/target audience by making the game unebjoyable for them to play just doesn't make sense. I'm genuinely puzzled by your belief that 'tap to move' controls work better on what is essentially a top down shooter (loosely speaking). Twin stick/stick+buttons type setups have proven time and time again to be the favoured and most enjoyable method of control in a game like this. It makes me wonder if your choice wasn't because you honestly thought 'tap to move' was better but because you had difficulty implementing another control method and took the simpler route of excluding the option? That sounds harsh but what I mean is I'm really struggling to see how control stick movement would detract from what is essentially an arena shooter where rapid movement/direction change and strafing attacks are crucial to dealing with mobs - unless the implementation of that control stick method was so poorly executed that it was just better to leave out? I know this isn't the original Hammerwatch and that you're a different Dev, but having used the IP as a basis for your game, why then diverge so far away from the original core mechanics that made the parent game so enjoyable? Surely if you're going to trade on an existing and somewhat niche IP, you would want it to resemble the original game to some extent - I struggle to see anything here that's similar apart from the art style (to a degree), viewing perspective and the name. In some respects, I feel it is unfair to use the Hammerwatch name - it's misleading advertising. Quest of Dungeons and Adventure to Fate both use the free onyx graphics assets and look very similar but they are clearly very different games, written by different developers and are therefore marketed as such. If you can fix the controls and the connection issues then I would be happy to give this another try with an open mind - I will drop my preconceived expectations of a portable Hammerwatch and I will gladly base my decision on whether to invest further on the game as it stands after the update. Thanks for listening. Cheers
I think you have fair points regarding the control system, and I can see why you draw the conclusions you do. I can only say that we really did try on-screen controls and gave it a proper try and it wasn't that we didn't get it right that caused us to choose this control system. We also initially had plans to allow the users to choose, and it might be we will reconsider that. I realize most games in this genre do have that control system, but we wanted to try and make controls that were created for touch and not adapted for touch. You might say we failed in that attempt, and as I said we were aware some people would not like the choice, but for us it created a more intense and engaging game. The reason we diverged from the core mecanics is simply because the core usage mecanics of pc versus mobile differs a lot. That is also the reason for choosing arena fights over the type of levels in the original game. We wanted to create a shorter experience, more suited for mobile devices where you play more as you go.
@hammerhaja Thanks again for your reply. I can kind of understand your decision re the controls but to say that stick control is 'adapting' for touch seems a bit misguided. We know twin stick or stick/button work terribly on mobile FPS'es but they have been proven time and time again to succeed in top down shooters, which essentially is what this is. Choosing an obscure control method just for the sake of saying 'designed for touch control' seems short sighted and a little self important. There was a recent discussion on TA (I forget which game) where the discussion with the Dev was somewhat similar - they had chosen to exclude a control method because in their eyes (bearing in mind they are not the consumer) having alternative options wasn't what they envisaged for the game. I agree that Devs should retain final say on their artistic creation and be proud of what they've made, but from a commercial point of view there is definitely an argument for giving the consumer some choice. We know greater flexibility and support from Devs drive serious gamers to want to invest - and equally provide better reviews leading to greater commercial success. Just putting it out there! As for the change in format for shorter play sessions - again, a full version of Hammerwatch (or at least a slimmed down single player campaign in the original style) and solo/mp arena battle would have made much more sense - it's the best of both worlds. Something for people to sink their teeth in to when they have the time and still the benefit of shorter sessions when they just want a quick blast. And I'm sure an in-game save system could have been implemented or shorten levels and save in between. I think I speak for many people on here when I say we would be willing to pay full premium prices for a version like that. Again, just putting it out there! Good luck with the game - I will keep an eye on it and eagerly await an update (hopefully with new controls?) but until then, I'm out on this one - sorry. Thanks for taking the time to discuss.
Looked interesting, but no chance to play it. Had problems to create a character, to log in & it was loading for ages. Thx...erased!
Just broken, sadly, first time had "Loading" onscreen forever then today I tried again and it fails to create character.
Ahh, the gamers purgatory.....a loading screen to be watched for all eternity.... .....or alternatively just hit home and delete!
The steam version of this game is awesome one of my favorite games. This is just....blahh. F2p shenanigans and all
Well, I'm disappointed this is not Hammerwatch like on the PC. I am not a big fan of the Arena type games nor the choice to go touch control on this. Too bad ,as I was hoping this would be a more fleshed out experience instead of a click fest.
I really like this game for what it is. I like the arena approach. I do think there should be more control options even if the devs don't like them. Let the player choose. It can't ever hurt. But this isn't a f2p game. It's a shareware game with a full unlock for one price. I love this approach. No bullshit. I paid. Billy
I love the approach - free download and IAP to unlock, perfect - but that shouldn't be the reason for purchasing the game, irrespective of the quality. I hate f2p and avoid it like the plague - just about everything f2p does goes against my gaming morals - games should be purchased once, offer decent dlc to generate further income and rely on the quality of the gameplay to keep gamers interested in the IP. I know f2p is here to stay but that doesn't mean I have to buy in to it. Anyway, my point is - buying a game to support a Dev because you feel the game is good and worthy of both merit and your hard earned cash is one thing - but buying because you like the pay model despite the fact the product is clearly broken and a shadow of the original IP it was based on seems ludicrous to me. Surely that just encourages people to turn out substandard products if they think we'll just cough up anyway? But it's your money and you're entitled to do as you please with it - I'm not judging, I just find the logic a bit flawed.
That's not what I meant. There are many games I don't buy. If I don't like the game I won't spend money on it. I like this game. I like the pay model. So I paid. I like the game for what it is. I never played hammer watch on steam. Billy
Good a reason as any, shouldn't have to defend yourself It's good to hear imps from someone who has never played the original Billy - it will be really hard for a lot of people to not compare. Hammerwatch is a really phenomenal game on steam (particularly with friends), this has a lot to live up to. I haven't tried this one yet, but I'll try to go into it with an open mind, now knowing it's not the original dev.
Played the original. Kinda too vanilla for my tastes. Maybe spoiled by too many RPG systems. Played this. Not a bad mobile experience. Paid the IAP.