If you are interested, check out the gameplay video of this game. Help! I'm Haunted: iOS / Android Gameplay (by Sky Pirate Studios)
Which mfi controller do you have if I may ask? Got a SteelSeries Nimbus myself and wonder if it may work better with that one or if this is just one of these games that only have limited mfi support (aka not all actions mapped to a corresponding button). Edit: Took the plunge anyway, the game just looks way too much fun. I’m just at the beginning, having completed two levels mind you but seems as if it’s the same here. The only buttons that work so far are jumping, shooting and the analog direction stick. Pressing at the controller pause/start button doesn’t register and in all the menus only touch controls work. Guess rolling is unlocked later, not seeing an on-screen touch control button for it either atm. If it won’t work I certainly hope there’ll be an update to add the other basic commands to the mfi controller support.
Hello everyone! Thank you for the kind words so far! Sorry about the limited controller support, we should be able to get pausing and gun swapping working in the next update. We are working on controller support for the menus as well for our PC release, but that will take a little longer to finish. Please let us know if you have any other suggestions to improve the experience!
I use Nimbus too , rolling is just fast tap the direction you want two times and you will see it, it is easier than in touch control if you try both control methods.
I think the rolling action in touch control should trigger in slower tapping, it took me a lot of try to do it in touch control, and rolling is really important in the game actually, since the moving speed is not fast enough before the character running.
For me, not sure why, but I didn’t find the controls as easy as Keroblaster. Could be because buttons are flush with the bottom of the screen, but I ended up with a lot of mis taps. Separately I accidentally did a roll once or twice, no idea how and gave up trying to retry it! EDIT - Yup, Keroblaster nails on-screen controls, and pretty sure it’s because buttons are slightly higher on screen. Was originally confused by the different “weapon” buttons at the bottom of the screen - turns out it’s just different levels of one weapon, though not sure why, as surely only the top level matters? Seems like wasted space for a quick weapon switcher or something
To roll on touch control in the game now, you need to tap the direction you want as fast as you can, like really really REALLY FAST, if you are shooting in 1 direction, you can only roll to that direction, even you tap the opposite direction is still the same, that is really weird though.
Hello, I spotted a display issue in the shop screen on ipad pro 12,9 inch. Nothing serious but you cannot miss it once u r on that screen~ Pls have a look
The movement of the character seems a bit sluggish, and the sprint doesn't really meaningfully alleviate the problem. Perhaps increase walk/run speed and increase sound of character footsteps to as to make it seem like added weight character movement? There is also some issues with the control layouts, many times jumps or other movements don't register; particularly in the heat of action. Maybe you could increase the size and sensitivity of the buttons? There were slowdowns on some occasions, most glaringly against the Frankenstein boss. Iphone 6. The game has great artwork, would have been nice to see a bit more narrative. Also more atmosphere would have been cool, instead of room after room filled with baddies, maybe a silent/empty hallway here and there.
This has better controls if you play on Ipad . Arrows are more apart on Keroblaster and you cant move em unless Im missing something.
No, there is no MFI support in Kero Blaster, which is a big downside to me, still a good game though. I think if the character moving faster in this game, the control will be better, but I found there are some levels’ design is for running (longer platform), so I think the moving speed will be same.