Just picked this up today and having fun so far. A couple comments about the controls. I really like the way Espgaluda sets up its controls, and this game comes close. What Icarus-X doesn't do (for the relative control scheme) is actually move the ship further than you move your finger. Espgaluda does this, and it makes navigating the ship around the edges much more manageable. I ran my finger off of the edge of the screen several times while playing Icarus-X and have since switched back to the absolute control method.
Just dove in - decided to blind-buy. LOVED buster red, thought Roswell was ok-ok. Looking forward to trying this!
The sale should last until sunday, get it while you can Also the update has not been submited yet, so all feedback is much appreciated!
The gameplay in Icarus-x is much better than in Roswell, which is more about the pixel art (impressive, but that game isn't to my taste). The backgrounds in Icarus-x, while great looking, are repetitive within each level, but the variety of enemy formations and dodge patterns make up for it.
Yeah, but I have an iPod Touch 2G, so it won't work on my device anyway, right, you need a 3G iPod or 3GS iPhone. Oh well, Icarus-X is filling the niche nicely.
OK Now that I have spent some time with the game here are my gripes: The size of the ship...its huge! Even if the collision box is smaller than the size of the ship. It makes navigating the screen rather confusing at times. No powerups? What!? Backgrounds are pretty, but become redundant fast scrolling from one side of the screen to the other while shooting makes you miss enemies quite frequently. Coupled without any other weapon option other than missiles...weak. The drag delay kills it for me in such a genre where precision and timing is crucial. Especially when there are a lot of enemy ships that are faster than yours. The missile indicator is graphically weak Chain voice becomes annoying fast. Would be nice every multiple of 5. Achievements are broken. And no Open Feint at that. iPod music setting doesn't seem to want to work for me, even after restarting. I really can't say much on the positive other than the fact that it runs smoothly.
You know, when I was playing the other night I actually had a couple similar quibbles: - There does seem to be a slight delay in the ship tracking your finger. There's definitely a sense of lag. Nothing as bad as Star Cannon (God help us), but it was bordering on slightly annoying when I was playing last night. This also goes hand-in-hand with not being able to kill an entire batch of enemies that goes from the right side of the screen to the left side, but I don't think I'll complain about that, since I think that deals more with timing and remembering which side of the screen is coming down first (if that makes any sense ) - In the levels, it feels like something is missing... I've been noticing that the more I play. There's something that's missing from the levels that makes them feel incomplete. Not "unfinished". Just incomplete in some way. The trouble is I don't know what exactly they're missing, so I can't be much help here And I had one other comment for you, TheQuadSphere: Will the powerups be in a separate mode? Or will they be included in the standard campaign? Call me crazy and stupid, but I actually enjoy games that don't whore out power-ups. I really like having everything I'm going to use right there at the start, so power-ups are not a big deal to me at all. I'm in the minority, obviously, but I was still curious if you were implementing the powerups within all modes, or if there's an option (and possibly separate leaderboard) to turn them on or off. I like the minimalism
Thanks for the feedback! Most of these issues are adressed in the update. For the iPod music, since i'm using SDK 2.2.1, you have to play the music from the iPod menu and THEN launch the game. It should work, but please let me know if it doesn't. Yes, the power-ups are only available in the new campaign, the original is unchanged. Indeed, I am. I'm glad you contacted me, because you're using an exploit on the last boss on your 65 Million run. This will be fixed in the update and I will have to delete your 65M replay and highscore (same for Jesse who used the same exploits). I can restore your previous (and legit) 43M highscore, but please learn to beat the bosses the hard way.
Sounds good. I hope you don't take too much of my bitterness to heart. I am a very optimistic gamer and I love to root for the underdog and I consider the underdog to be the many app developers out there. They are the future of gaming. Anyhow, I can't wait to see what you have in store for the update...and thanks for the sale and acting so fast on the update too. -Cheers
Sorry about that I couldn't resist working on my other (unannounced) game, and as a result the update was delayed ... I'll have more news soon, stay tuned
Here's a list of changes in the update: Global changes: Infinite Continues Visible Hitbox Hit sprites and Hit sounds Fixed all the Awards bugs Fixed exploits on the last 2 Bosses (all highscores and replays using the exploits will become invalid and be deleted). You will always get your rank at the game over screen (even if higher than top 100), assuming you are connected New "Redux" Campaign (think of it as Cave's Black Label editions: same game, same levels, different gameplay) : Power-Ups Smart (Radial) Bombs (clear screen of enemies and bullets) Extra Lives No-Lag Controls 10 New Enemy Patterns Normal, Hard and Impossible modes have an improved suicide bullets mechanism that makes the game more fun and challenging All Bosses have slightly different behaviours (Notably easier on Easy) When you die or lose your chain, your chain will be decreased by 20 instead of being completely reset. I was hoping to have the backgrounds completely reworked for this update, but unfortunately it will have to wait for the next one. Finally, i updated the official website to display the full leaderboards (you might notice the new logo too)
since this will be an awesome enhancement to the game. I am highly interested: is it finished? submitted? 50%, 70% or 90% completed? Give us a screenshot of the "Cave's Black Label edition" - what does this even mean?