Holy cow, I just got a controller and played a game and it was incredible! I haven’t had this much fun playing an action game in a long time. Brought the old school Star Wars arcade game to mind. I thought playing with the touch interface was awesome, but this was something else!
I picked up the Nimbus+. One thing I noticed is that it is easy to accidentally reject loot after a battle because the button indicator sits on top of the opposite choice it will select. I did that a couple of times before I noticed I had no new equipment! I think this bug was mentioned before, but I installed the game on my iPad to try it out as well. When I launched the game on my iPhone afterward, I lost all of my loot and reverted back to the state of the game on my iPad. I had not played the tutorial missions yet and on the phone it made me go through them again. I played through them and played a couple of rounds to build up my inventory. Went back to the iPad and it matched the latest state of my phone now.
Re: controller indicator placement, yeah.. the next version will include a "fix" for this.. which is in reality me rolling back some "clever" math I wrote to figure out the ideal placement for that indicator. Turns out it was just confusing. New method will simply centre the indicator slightly underneath the button. And yep, the saves getting muddled is the iCloud issue I've been trying to work on for a while now. I've got some ideas for how to solve this, just need the time to dive in and do it. Will be something that needs to be solved prior to launching on tvOS + macOS.
Another space nerd joins the team! What a beautifully crafted game! Been playing a lot the last couple of days on a 8BitDo sn30+ controller that technically doesn’t support iOS but seems to work perfectly. I’ve read this entire thread. I’m excited to see what’s in store for this game next. The combat is SWEET, but I agree with the sentiment that dog fighting could be more engaging. But I like sniping with the railgun a lot too. Right now it feels like two types of missions. One where I get abruptly rushed to the next stage, and not that. I haven’t once tried jumping to the next stage early, maybe it’s my hardheaded play style. I know the point is stage based combat but the pacing seems rushed to me. You mentioned this game was inspired by games like EFT but a big part of that game is exploration and searching for loot, which doesn’t exist in this game. Perhaps leaving the option for time after battle to look for loot instead of it all getting picked up while fighting, with more structured stages allowing for exploration of space stations and asteroids. Speaking of structure, a more structured campaign with additional mission types that diversify the gameplay, where the player can utilize different weapons and equipment that compliment the stage design could be awesome. I realize this is already the case for combat. I just got the jump drive and can imagine using that tech to “solve” the stage (for example gaining access to a locked off part of the level) could be interesting. Managing our load out and comparing various weapons and utilities seem extra finicky and button pressy. A better designed load out system, perhaps with the ability to tweak within gameplay could be interesting. I know I’m throwing out complicating ideas, and what makes this game amazing is it’s simplicity. I’m just super hyped off this gameplay and wanna see a little more depth. Thanks for making a dope game. I really appreciate the game’s structure and business model on a platform that isn’t the best for the gaming community atm. Cheers!
Whoa! thanks for jumping on board! I think overall my major response to all your points is to keep in mind that this is very much a *mobile* game first. I'll be adding depth as I continue to develop the game, but my north star for the project so far has been the idea of quickly picking the game up, playing a couple rounds, then putting it back down. But for specific responses: Two types of missions: Yep, up until I launched open beta earlier in the year there was only one, transport hunt. I added more but most didn't feel right for the game. The idea was to apply different objectives to each mission, but I'm beginning to realise thats' not a good enough differentiator. I'm formulating some ideas around how I can better differentiate each mission, but this will be a longer term project. As for a structured campaign: There's one on the roadmap already! (you can get to the roadmap from in game, left hand side of the main menu... or this handy link : https://trello.com/b/fRrceFFP/interloper hint: it'll be a map based campaign I've had some feedback around the loadout interface not being fantastic before, so I'll add that to the list of things to rethink! Cheers for the detailed feedback, suuper appreciated!
so I was doing the tutorial and none of my guns load, its like they have no ammo and I can keep on shooting without needing to reload
Loving the game. One thing I would love to see is missions with larger ships to take down. Maybe sort of like the Destoyers in Star Wars with turrets to take out, etc.
Out of curiosity have you faced the carriers and/or battleships? They definitely give me X-Wing v. Star Destroyer vibes. I’d personally be interested in seeing more (not necessarily a new model, just more of the same models) in big-fleet battle scenarios. If you have faced battleships do you find you agree with me, or more so want even bigger ships? Perhaps with trenches you can fly through. Which I wouldn’t be opposed to, just I crave big-fleet battles. Big-fleet battles may be tricky on mobile, but with ever more powerful phones and many graphics settings it seems manageable. That said I know nothing about game development so who knows... As an aside this game is dope as heck and I created an account just to reply here.
Yeah, I actually take back what I said. I had only played through the tutorial and from what I read thought it was all wave based. But now I’ve seen some carriers, etc and it’s great. A trench run would be cool though!
Haha, was almost going to reply with delta’s response almost 1:1. A trench run would be cool.. but I might have some lawyers coming after me haha. Dw I’ve got plans for more stuff that might work in its stead!
Could you elaborate on that? I'll be adding remapping down the line, but it'd be good to get more detailed feedback on this!
As soon as I can drop the money on it, I’ll be buying this. Stupid ass COVID lockdown got the locket book a little tight but holy moses does this game look SICK. Can’t wait to get on the train and enjoy it with y’all.
Ahhhh didnt realise it was by the same dev who did Unstoppable (A great game for any of you who havent played it before). Will you be doing an update so its full screen ? Back to this game, looks great, i'll be picking this up shortly
I’ve actually had an update that’s been sitting on the sideline for unstoppable most of this year. Interloper.. and life in general has taken priority, but my hope is to have it finished before the end of the year haha.
Haven’t been following this whole thread so may already have been reported as a bug. But when I opened up the app today, my load out was completely gone. No big deal but a bit annoying to have to fill it all in again. I’m on iOS 14 so not sure if maybe that’s the issue.