Kepa - Thank you for your reply. In levels where it's a cave with a flat top it feels fine. In sections whee there are lights or small targets that have to be used I find the mechanic frustrating. There was one level I played where there are successive sets of three targets close together and this feature of the level design overcomes the targeting issue. I've only seen this design tactic used in one level that I recall so far.
"Only the best of the best can pay me 300 gold coins to buy this hat." Spoilers: Get a #1 Global Score.
I see. There's a lot of options we can do with that. I could go back and just make the torches tend to have 2 or 3 of them next to each other, or we could add a slight autolatch around the torches, or I could go back and add more latchables to those areas. It used to be even harsher, we went back and revisited those torch segments a lot in beta. Once you get a feel for the hook it's not hard to peg small targets, but before that it can be difficult. Nowadays I just instinctively know when a small target is exactly in that 45 degree angle.
Just have another idea: -What if there's a level where it is all pitch black You would have to upgrade with a lamp or something to fly through the level. I noticed this in some levels where the light flashes in the dungeons.. -Have falling rocks, collapsing so you have to race through the level.. Bull Idol is pretty hard.. I'm getting better and better as I upgrade. Upgrades helped a lot.
Not sure if anyone's mentioned this yet but there's a bug on the Silver Skull when going through the 5x9 (yes, i counted lol) stone walls. Sometimes if you use the rocket boots instead of shotgun, you launch yourself up above the level and are able to run. It wouldn't be a problem but there a tile of rocks that you fall into and cant get out of
OMG, cant believe i just spent 200 on Plutocrat instead of running shoes but it looks awesome in-game thanks so much for making this great game
We were going to do this originally with the bat levels. In early testing, I hated this so much that we pretty much just made the bat levels slightly darker than normal levels. The 99 cent sale is going to end some time tomorrow. Tell everyone you can about the sale before it ends. Review sites, except for Toucharcade and nodpad, have not gotten around to telling people about the sale. If word of the sale gets out at all before it's over forever, it'll be due to you guys telling friends and news sites.
Wow Just popping in to say this game is my new iPhone addiction. Very fun, thank you for your effort.
Fantastic little gem that deserves to sell well. Bravo, developers. In many respects this outdoes Sonic (no really). The way that with skillful play a shorter and more reward-giving passageway is opened up to you, the devious little secrets that can pass you by even upon the umpteenth time of that level, and how momentum means everything (something the old Sonic games were all about but was lost after the Genesis era). Sonic Team, this is what a momentum based platformer looks like! Most successfully of all, you've got that "one more go" feeling nailed down. With no hyperbole I can confidently claim this game will be regarded as an indy classic. Again, well done for a marvellous game. But the good times can't last... I notice that some people are cheating now. Well, I suspect it is cheating, because I can't see how a level can be completed in four seconds.
Thanks! I think it can sell well if it gets more press coverage. What levels do you suspect cheating in? I'm not noticing any weird scores so far. Scores are getting higher due to people mastering the mechanics and replaying the game with better upgrades. Still, I'm not noticing anything crazy.
Congratulations for the game, it is really good. I'm having some problems with the control, i dont think the interface is good enough, at least for me. Dont know, but as a old-schooll player, i prefer to have buttons on the HUD... sometimes i want to walk with my character, and instead it shoot the rope... also both commands are supposed to be done with your right hand, so you dont use the left almost for nothing (except when the level demands you to walk leftwards)... What i suggest is that you put some "buttons" on the left part of the screen, as others games does, just for walking right or left!... like, for example, Cocoto Kart: Of course this new "control" would be an option for others players like me who doesnt like the two you have already provided in this version of the game. This i dont know if would works, but i also would like a button to launch the rope (45ยบ as default), as it is the most used... if the player wants another degree, they just tap the screen, exactly how it is now... Hope you consider this suggestions! Thanks!
It's the Bronze Wimpy level. The current number one is clocked at four seconds completion time (with a score of 22k). Unless there's a crazy shortcut in there I don't see how it's possible. I was number 1 for the level (with a time of 36 seconds) and that was with near full upgrades, the shortcut taken and hardly any hitches. I know that with more replays I could perhaps shave one or two seconds off that time, but thirty-two seconds?... It just looked suspect, that's all.