Universal Ire - Blood Memory (by 10Birds)

Discussion in 'iPhone and iPad Games' started by PeteOzzy, May 13, 2015.

  1. Saloice

    Saloice Member

    May 21, 2015
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    NUMBER 3 AT THE ATONE RANK HAS HACKS!!!!
    BAN HIM!

    And the Hacks als well: iosgods google for it
     
  2. mwryu

    mwryu Well-Known Member

    Aug 2, 2012
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    Game Concept Developer
    Seoul
    Yes, we will look into this. Thank you for the tip. MWRYU asked me to quickly post this on his behalf as he is attending to an urgent issue. Please visit and Like the Facebook Page I made: http://facebook.com/irebloodmemory. Thank you.
    - Mom
     
  3. Xenochrist

    Xenochrist Member

    Sep 9, 2013
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    I'm also having the issue of facing way too hard opponents. Of the 3 atones I tried to do last evening, they were levels 16, 22, and 23, respectively. I'm level 11 :D

    Aside from this (and the shop-exit issue I see you have submitted a fix for!) I'm really digging this game!
     
  4. Saloice

    Saloice Member

    May 21, 2015
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    What can I do with a golden mane from nor the loyal? No use yet?

    And any tips for 4-6?
     
  5. CRAYTATO

    CRAYTATO Well-Known Member

    Apr 18, 2015
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    Still playing this 3(?) weeks after release. That is way more than I can say for dozens of other apps I've played. Really good replay value. That said, Ancient King Lyrius is giving me a crazy hard time now ha.
     
  6. suekim

    suekim Member

    May 14, 2015
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    Same here.

    I died more than 10 times. I got King Lyrius knocked down only once. lol.
     
  7. Saloice

    Saloice Member

    May 21, 2015
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    He's actually pretty easy if u know his weakness:)
    I already killed him 30 times.
     
  8. Dossy

    Dossy Member

    Mar 24, 2015
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    #228 Dossy, May 28, 2015
    Last edited: May 28, 2015
    Tenbird thoughts

    I just hit Level 15, and here's what I've done:
    Made it to 1-5 on Bargaining, 2-5 on Denial, and 3-10 on Anger (also completed intro).
    Equipment: Ranger's set +7, and all weapons A+3.
    Still no boons, and haven't got into all of this Corrupt stuff much yet, but soon.
    I’ve completed 80 quests, 50 fails, 70 deaths, 50 heals, 20 revives, defeated 12 corrupts, 4 SS, and 25 perfects.

    Constructive criticism:
    • Audio-visual quality and art direction is great; however, UI is average, and the games sometimes stutters, and crashes quite occasionally.
    • Controls are outstanding; however, I want to move the movement circle slightly closer to the corner.
    • A lot of stages; however, I want more than 5-minute stages, and I want the stages to be more than an arena to fight in. Make the stages a part of the challenge! Explosive barrels in chapter one, and edges to fall off in chapter three are good examples. Demon’s Souls had water slow you down, and the stages being a part of the challenge was common during the NES/SNES-era.
    • Good enemy variety, and all enemies have several different attacks; however, the undead lions are uninteresting.
    • All weapons are great, and I cannot decide which one I enjoy the most; however, everyone wants to see more!
    • Quite a lot of armour and weapon variants; however, I don’t want to spend all my coins on specialized equipment, because it is too expensive. Maybe it is super-effective, but I will never know, because I will never want to waste money. In my opinion weapon downgrades would be good, because then you can try an upgrade and change back if it's simply bad. It would allow more experimentation!
    • Skill system is useless, at least in the beginning of the game. You can only get up to Lv. 1 of one thing at a time, if you’re determined. Most players I see online also only seem to specialize in only a single skill.
    • Great balance (of difficulty, and experience, gold coins, bone shards, gems), but as you already know in-app purchases feel needless. You can’t get anything by in-app purchases which you can’t get otherwise, which makes me not want to buy anything. Also, in my opinion you should get 50’000 coins for $5, not only 10’000 coins. If I buy something, I want it to be something which I can’t spend in 5 minutes on upgrades which I could earn in a couple of hours play.
    • Boons and corrupts are fun.
    • Challenges are fun.
    • Story descriptions are evocative.
    • Camera needs to zoom out!
    • Always online is bad, especially because of AI Boons and Corrupts, and the game drains 1%/minute battery.

    I also have some questions:
    How do I get the items to make the Monster armour? Is it worth getting anyway?
    What 2nd generation weapons (Burst, Concussion, etc.) upgrades are the best for the giant sword, guardian lance and impact gauntlet? Or should I get the S weapons?
     
  9. Saloice

    Saloice Member

    May 21, 2015
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    Tap on the ingredients and u will see where u can get them.
    I recommend to get the burst ones or lightening
     
  10. suekim

    suekim Member

    May 14, 2015
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    I prefer Burst (sword) than grade S weapons.
    Physical attack may be weaker but it has special effect of Burst.
    It can blow away mobs and I can earn some time to fill stamina.
     
  11. RyanSkotw

    RyanSkotw Well-Known Member

    May 15, 2015
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  12. Saloice

    Saloice Member

    May 21, 2015
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    #232 Saloice, May 31, 2015
    Last edited: May 31, 2015
    Devs? You are not active here anymore? What a pity....

    Edit: doesn't matter. I've deleted it. Ciao
     
  13. dudewelcome

    dudewelcome Well-Known Member

    Oct 16, 2013
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    Uh. Later.

    Anyway, just dropping by to say that this game is awesome and surpassed my initial hopeful standards by far. It's my second-favorite game on my phone (MHFU being first) and I've gotten a few of my friends into it who all agree that this to be one of their favorite iOS games ever. Awesome, awesome job, devs. I was extremely psyched for this game a while before it'd released but the final product is astounding. Hoping for future support, too- your passion for providing a unique and hardcore action-RPG is really shining through. Congrats and thank you, and I'm wishing the best!

    P.S. Atoning is awesome. Almost won 80 gems this week before taking my winning streak for granted and losing enough to take me down to 50 gems Dx I still made each gem count :3
     
  14. dudewelcome

    dudewelcome Well-Known Member

    Oct 16, 2013
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    #234 dudewelcome, Jun 1, 2015
    Last edited: Jun 1, 2015
    EDIT: Oops, double post. My bad.

    Tl;dr awesome job devs! You're one of the best on the mobile market in my book.
     
  15. HelperMonkey

    HelperMonkey Well-Known Member

    Dec 16, 2009
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    Iowa
    New icon? What am I looking at here? Not loving it.
     
  16. Saloice

    Saloice Member

    May 21, 2015
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    I've used to be in the top 10 the first week, but then they decided to delete the faith every damn week. So another week I just stayed in the top 30 to get my 150.
    Yesterday I wanted to play again a bit atone, so I don't have to farm it all at the end of the week, and seriously at first I've played against a level 36 one. Wasn't a big problem but when he had 20% left another player joined. It's impossible to fight against two guys with swords because they always hit u before u attack.
    After this match I got two times kicked away about like 10 meters by a low rank one and lost about 100 faith. U should really do something against the kicking out of the map, it isn't fair.
    And the game needs some more monthly/weekly challenges. I've got everything maxed (lyrius armour, lighting A, accessory 14) out and still have 100k gold. So I can really say u do not have to spend real money. But it's boring. I have to farm king lyrius about 50 times now to level up (I'm 30). So it's like 1,5 hours. Always the same map. Same opponent. The drops are pretty good of him.
    i don't quit because the game is shit, but because the devs don't care (no response, email or here since about a week) and I have played to much.

    One last question: golden mane level 14? What is it supposed to do?
     
  17. I'm more curious about why all their App Store screenshots, and now the video too, have no buttons in the screen. Are they holding out on us with a button-less control scheme?
     
  18. mwryu

    mwryu Well-Known Member

    Aug 2, 2012
    175
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    Game Concept Developer
    Seoul
    Dev here. I am sorry to disappoint. It was not my intention (TㅡT). I am waiting for my cohorts to greenlight what I am about to post. (Sigh) I am very sorry it took this long. I'm waiting as well.
     
  19. mwryu

    mwryu Well-Known Member

    Aug 2, 2012
    175
    3
    18
    Game Concept Developer
    Seoul
    MFi, we use MFi. We aren't trying to deceive. We just play with controllers a lot.
     
  20. mwryu

    mwryu Well-Known Member

    Aug 2, 2012
    175
    3
    18
    Game Concept Developer
    Seoul
    Tenbirds AAR: Hell Week

    We closed off the second week since worldwide (soft)launch of Ire. Now we are entering Wk3. At Wk1 we had 95k DLs. That beat our expectations by a lot, as our estimates were between 7k to 14k for Wk1. We were wrong, and that caught us off guard. I am not sure if there will be anyone out there interested in stuff like this, but I just wanted to be able to recap, have a record of some of the things that went down, and give a few details into some upcoming plans. I apologise for the lack of structure. In no way is this a formal analysis. At this point, I felt that it might be an important exercise to grab my bearings, share some of the items that came out in our After Action Report, and put it out there for people that may want to know, or are experiencing similar things. Here goes…

    I. Beta (Scheduled Rollout via Google Play and Google+ Community. TestFlight quota maxed.)

    1. Preparations.

    Coffee, because many sleepless nights.
    Our sense of humour, because it wouldn’t do to kill irreplaceable hooman assets.
    /r/gamedev (Marketing Monday #60, Apr12/13): Sought feedback about game teaser to gauge how presentable it would be. The feedback was honest and invaluable. Definitely not the kind of constructive feedback that I am used to here in Seoul.
    Youtube (Apr8-16): Teasers and previews were (re)published soon after implementing feedback from subreddit (should I post this to 4chan??) and several industry acquaintances/colleagues. After releasing the teaser, felt a cultural difference. Before any reviews about the game surfaced, it appeared that gamers in the Far East (FE) effectively searched for in-depth gameplay previews compared to the West (W). Received many requests from FE users for longer, detailed gameplay clips. Youtube Analytics during the period of Apr14-22 appears to confirm this. W audience preferred the shortest game teaser, initially.
    Posted to IndieDB and Indie Video Games (Apr12).
    Twitter: Tweeted about game concepts and posted teaser/preview. Used a lot of hashtags—felt really awkward.
    Google Communities: Created Google+ Community. Went into a lot of related G+ Communities to post about our game. G+ did not feel like a very vibrant place to promote the game.
    Reddit: Asked a mod if I could promote our scheduled rollout. Got the green light and posted.
    LinkedIn (Apr14): Wrote a post about our game.
    Instagram: Posted related creatives/material pertaining to the Beta, community, and the game in general.
    2. Beta Rollout (Apr15-22): Hello, world?

    Time was no longer on our side and we needed to test the waters. Does an audience exist on mobile for difficult and complex action games inspired by MH (system) and the Souls series (combat mechanics)? Many around us, especially major publisher-developers and VCs, told us that no one would be interested in playing such a game, and that we were idiots for trying. We didn’t feel like idiots, but that is a matter of opinion. The main reason for receiving this feedback, especially in S. Korea, is due to the fact that A/RPGs employ autopilot, fast gaming, ready-made (factory) gameplay mechanics, among other features. Nevertheless, we stuck to our guns, because we are stubborn. But, we were very grateful for the criticism and feedback that publisher-devs/VCs gave us—they have eyes too. We listened and used all the feedback we could to our advantage.

    On our rollout we looked towards organic growth as we do not have a budget for a PR/marketing vehicle. We wanted to see if we could grab any attention. Though the tester group was small, we were able to gain some notice, especially from overseas news outlets after the Beta. The initial feedback from testers was quite positive. Some of you would probably like to know Day1, Day3, and Day7 retention. The retention was 69.21%, 22.8%, 16.2%, respectively with a weighted avg. of 27.5%. But come on, seriously, these are fantasy numbers. They did make us smile a little in hope, and it did confirm that there actually are people willing to put up with our game. That was the biggest, if not the most important, takeaway for us—there were people ready and willing for a new type of gameplay. This does not mean that our testers played our game blindly. They had a lot to say and gave us very, very needed and constructive comments and ideas. Unfortunately, not all of it was able to make it into the initial launch. We’re working on it. Teh-heh, no pressure :C

    3. Reality Check

    As a very long side-note, I’d like to share our experience about publishing and investments during this time. You will have to take this with a grain of salt, because every indie gamedev has different goals and different ways they want to grow a production, intellectual property, team, studio, and not all devs out there are looking for investment or publishing deals. We did. So keep that in mind as you read the below. This was our experience:

    The many different publisher-devs/VCs we met stated to us, with a certain amount of consistency, that more recently, as a rule of thumb during CBT/OBTs, marketing/events are used to gain a large number of users and create high artificially inflated retention—lolz, one such company, according to the grapevine, is going through SEC issues because of this. This may sound strange for some, but it is just a very natural way of growing a business. And from a large corporate development perspective it is a must. But, unless you have very deep pockets as an indiedev, you will have little to no chance competing with big companies in marketing/advertising/PR on open market service platforms—a reason we were looking for a publisher. The major publisher-devs I met in Seoul told me that they would inject up to and over USD 100k for every 10% lift in retention. Typically, marketing fees for pushing, cross-promoting, and advertising a game would match or exceed the amount of money used to develop a game, and to as much as 10x. This amounts to millions of US dollars. If what I heard was correct, and I may not be, major publishers worldwide may not consider a release for a game if D1 is less than 50%. Several look for D1 above 70%. But this depends on game/genre and other factors. Most had similar standards, and I came to the conclusion that resource allocations by publisher-devs for launch and marketing budgets are considered if retention during CBT meets D1: 58% (a common cutline), D3: 25-26%, D7: 15-18%. If unable to land these numbers it seemed almost impossible to get a deal with publisher-devs/VCs. We were unproven, and publishers showed us to the door, and rightly so. Though we have an ARPDAU of USD 0.24 (USD 0.15 being the margin line?), the absolute number of users and unknowable amount of DAUs and future growth meant that it would be an irresponsible gamble they would have to take when considering platform shares (30%), channel shares (25-30% after platform shares), and publisher shares (50-60% after platform shares). This is not plausible for any, any publisher-dev. I also heard of much higher standards, so I assume that the first metrics that companies find important varies quite a lot. Again, this was my experience, so take it as you will. Lolz, if you were about to start ganking and griefing large companies, think about the ultimate risks to them and their employees first.
     

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