ok, so it's mostly a size-issue for the controls? that's fixable.. will add it to the list of things to look into as for bombs: hold the X for more than a second to throw it. This is so you don't accidentally throw it when you pick it up
Just wanna chime in, lotta nit picking and complaining here but this game is a masterpiece brimming with the wisdom of experience and iteration. Very well done.
I just got this bug as well after my second game (so clearly NOT 5th level in the metagame yet). I was just in options switching controller options when it happened to me. Got through about 5 levels but then the game went black when I tried to descend to the 6th (not sure on exact numbers here). iPad Pro iOS 9.3.3 P.S. Any chance we'll get a bit of the PC version's twin stickery so you can actually manually override the auto-targeting if need be?
the survival-mode glitch should be fixed in upcoming patch (currently at apple, so I kinda hope it hits app store on Friday-ish) I'll see at twin-stick controls.. not a fan of that in mobile games myself, but won't hurt to look into it
thanks! helps a lot to also just read these messages! it's nerve-wrecking enough to release a game on 3 platforms at once!
The game runs well, it's just that the movement feels slow and not very tight. Both of the settings for the stick appear to be the same, and I find myself dragging my thumb pretty far to move the characters. Sometimes characters move very slowly which doesn't match the fast pace of the combat very well.
My Air 2 has somewhat sluggish controls as well. Regardless, I am enjoying the game! One request for orangepascal: please add MFi controller support. I find a controller significantly improves my dexterity in these kinds of games. Thank you!
I am loving the game on many accounts, and will recommend it to someone who is looking for something fun to play.. But, yes, the left movement control is not tight and does make the character(s) feel sluggish and not responsive enough.. This is on iPad mini2, I have used both control methods, and fixed direction stick seems to be slightly more in tune, but not by much.. This is the kind of game I would pick up and play all day long, but as I am booting it up, I have to ask myself if I am ready to deal with the movement controls or not. That said, I have no regrets with the purchase of the game, it's really fun. Just looking forward to a bit of refinement with the controls so that I can stay interested for the long haul.
Most generated dungeons look incredibly dark without enough light sources that makes it awkward and tiresome in the eyes to navigate. Any way to improve this? The lack of actual in-game light in the playable areas takes the fun away for me.
OP has acknowledged this complaint, and said he will address it in an update.. Until then, make sure that you have the brightness maxed out in the game settings.
Just an update for those that "read" and post new update is coming in (hopefully Friday-ish, but depends on Apple approval powers): - adds more default brightness (but do check the game-settings right now as it has a brightness setting) - hopefully also fixes the ios7 touch-bugs (altho that might need another update to get it right) and a bunch of general fixes future update will come with at least a "smaller" control for big screens think that will fix the "sluggish" feeling of the controls for everyone as you can move fewer inches to see effect and a bunch of new features over time
Great news! I'm having a lot fun with this game, if the controls feel tighter it'll make it even better. Honestly, I think this may be your best work Pascal! A really thoughtful sequel, brimming with new ideas. The tandem characters work really well, and the graphics are great....really enjoying the sound effects too! Bravo!
Actually just adding brightness is not an ideal solution. What the game needs is more light sources in the dungeons. Blacks should remain black, not brighter grey to improve visibility. More light sources with the same level of brightness works best.