He has stated that he will add MFi support if he ever gets an MFi controller... But ATM, no MFi support is planned...
Thanks for the reply, we should all club together and get him one! I see the first game had support. He must have lost his controller! It could not fail to improve the game though, shame it seems unlikely to happen
Yes, it did, but something about updating his gaming engine and that breaking MFi support happened... IIRC
Yep: http://forums.toucharcade.com/showthread.php?t=203353&page=31 (from post #308) With Space Grunts and Heroes of Loot 2 in multi-development (Steam, iOS and Android) I think he had/has other priorities.
yup, so one more time: a new framework used to build my games, and MFI controllers don't work with my old ipad 2, so I haven't been able to get it to run and testing remotely with help from others has proven impossible to solve the exact issue with controller support. so, if I could, I would! but for now: don't expect it and you won't be disappointed
Yep, though I wish it was different news, really appreciate your response, great to see active developers listening to their customers
I'm enjoying the game very much but I can't get over the sluggish controls. There are just too many times I got stuck and killed, or killed around the corner, fumbling for the left stick. This is an iPhone six problem for me. 4 reviews out of 24 on the App Store complain of this. Would it be too much trouble to be worth tightening up the left stick?
Can anyone please explain how the level up is made? I've reached 13 dungeons in my last attempt and at least the 10th in other tries with heroes up to lvl 7 but my overall level is half through one (leveling up it's all about finding shards and unlocking magic?) I'm sure this was answered before, I tried to look through all forum's posts but somehow I've missed it
your player ranking is based on how many games you play, and how well you perform in them. it's bragging rights so you can say you are "level 3 Heroes of Loot player" (also things like Survival mode are unlocked at a specific player level, and new unlockable characters will also be added soon)
fantastic game, gets better the more times you play, very addictive, needs icloud sync between device but i can live with it totally the way it is now ##
Pascal thanks for this game. It's a very polished experience and I like what you are doing. Some comments; for the controls and why they can be sluggish: from the point where you start your movement (the center) to where you move is quite a distance before the characters start walking at full speed. Especially on tablets. I believe that this is what you'll be fixing but I hadn't seen it articulated this way in the thread before. I think the difficulty progresses very quickly from quite easy to near instant death. I don't mind a difficulty ramp that is steep, I don't need to finish the game in a couple of days playing, I do think the progression could be slightly more steady. The bosses are unfortunately not as eventful as I hoped. They die quickly and they kill quickly. Would love to see some dodging patterns, high HP and slightly lower damage so these events would be the highlight of the game, something to look forward to. Skipping levels never seem to be a good idea due to the XP loss, am I missing something? The speed item is sold at merchants, often at a high price but is just a very temporary buff, it doesn't seem worth it, am I missing something here? Bug occured for me; I've had some levels where bombs spawned in the chamber that I needed to bomb. Effectively my game stopped right there as there's no way to reroll a level (or is there?).