Fun game so far, I e-mailed the developers some feedback but Project "Joan" is promising so far. Hmmm... why is Joan in quotation marks? Is that implied plot - she is not who she appears to be?
Nice, getting some attention on the main site: http://toucharcade.com/2013/08/06/run-and-gun-in-the-upcoming-project-joan/
First of all I’d like to express lots of thanks to all beta participants, especially to those who shared their impressions, thoughts and suggestions with us already. Dear God, we just showcased a few screenshots and a very limited in terms on content beta – we didn’t expect such an “OMG” style feedback, although, of course, were hoping for it. A million thanks for your warm opinions that motivate us and lift the spirit of our team in a whole and each of us to the skies. Next million of thanks go to Jared Nelson for mentioning our upcoming game on TA – an unexpected, yet, in the same time, a very pleasant surprise for us. Now, I’ll take an opportunity to answer in one place all questions we received from beta program members and other sources and to tell you more about the game. Q: What is the release date? The second half of September 2013 seems quite realistic. Q: Premium or Freemium? We want it to be a Premium. We plan to publish it by ourselves. Things may change in case there will be a publisher that will make us a proposal we won’t be able to resist, yet in this case we’ll try to convince the publisher not to force us into Freemium model. Q: Will it be on iPad, other devices? As you might already notice the beta is universal – iPod touch 4 is also among our testing devices. Q: Will it be a straight runner (like Jetpack Joyride) or something different? Those who played the beta might see that it is already something more – it’s not a single tap gameplay, it uses additional, yet very intuitive gestures to jump, switch weapons, to fire primary and secondary or alternate shots. You will have to help Joan traverse through at least a dozen of levels, including secret ones to know the truth what it’s all about – the secret we’ll keep till someone playing the game will find it out through a normal gameplay. Q: Will there be more content (locations, traps, bosses, weapons, etc.)? Sure. We already have drawn graphics and concepts for at least a dozen different locations, levels. There will be plenty of different traps, some of which will require a creative use of some particular weapons to pass. The game poster in the main post might give you an idea about some bosses – so, prepare for boss fights. We somewhat focus on weapons and many different weird things they can do to mobs – in addition to what you might see in the beta already something starting from mass microwave and ending with local singularity and soul pulling cannon. Q: Will there be character customization? What do you mean under character customization? Weapon and gear upgrades that affect gameplay? Changing hair and skin tones? Q: What titles inspired your game (Painkiller and etc.)? Most of our team members are passionate, hardcore gamers. We play games since 80s of last century – most of major and not that so major titles, on lots of platforms. So, when it’s deep in your blood it’s hard to say what exactly inspires you – I’d say, everything. QQQ: Various questions and concerns about the current beta build. In the first early beta build we were focusing on weapons and weapon effects and the weird things it does to mobs, e.g. one of the most fun parts. Much stuff like level editing, score and coin counting was left for later, as in our game engine we can do it easily. You might notice that some stuff works partially, like the freezing grenade that freezes environment applies visual effects only to mobs. The starting running speed in the beta was slowed down in comparison to our internal concept, may be a little bit too much slowed down. This was done on purpose, because otherwise it would only allow significantly shorter game runs. The speed grows over time and this is a parameter to be tuned in the final release and future beta builds. Because of the lowered initial speed jumping over gaps in levels might be tough until you just run enough time for the speed to accelerate – the workaround is to use a slightly longer swipe gesture to jump higher. If you are dying too quickly in this beta – there is a solution here for you. Try using different weapons and fire alternative secondary shots. We won’t be making a detailed tutorial until the game is complete, yet the “How to play” button should give you the clues. Yes, weapons are a bit imbalanced in the beta. Some are a way too powerful and all have infinite ammo. Well, that’s a special weapon focused beta, isn’t it? So, you can get a taste of some cool weapons you’ll need to play the game for some time to get in the final release Some weapons already have cooldown timers, but they aren’t yet displayed in the health and ammo bar. And probably not a good news now – this beta build has only one location, yet I hope the fun and the upcoming beta build update are compensating it. Running through it you won’t be able to advance to new places as it cycles through about a two dozens of the first location sections. More locations will be added to the final game. We already drawn all graphics – you can have a look into the main post for composite location screenshots. New locations will be added to upcoming beta builds as well. So, our development roadmap is: - more weapons and weapon effects (all initially planned) - dynamic lighting effects - more gore, more blood and more overall environment effects - final balance and level design - more content if we have more time Next, to give you more info on the game and because we have already drawn almost all graphic content we wanted in the launch release, we will be preparing specially composed animations and videos of different weapons and weapon effects, even until they are getting fully programmed. That is probably what you’ll see till the end of August. We’ll post screenshots and videos as soon as they are ready. “One more thing” There will be in game promo codes for us to be able to award players with in game content, including unique items, weapons and etc. Joan will fully support AirPlay and TV Out with any cable type – it will be done right, not just simple mirroring (as in our Pilot’s Path). Will also support iCade, Bladepad and iOS 7 compatible game controllers – you’ll be able to use a second iOS device as a wireless controller as well. P.S. The public beta signup is closed, but if you want to participate, just drop me a mail to the email mentioned above or PM via forum. P.P.S. More questions, suggestions? In the meanwhile we would love to hear more feedback from you, what would help us make the game more fun your way. Tell us here.
The game is looking quite nice so far. I can't wait to give it a try! I'm excited to hear that it will most lickly be premuim! Is there any room left in the beta?
You got my email? From: *email removed* EDIT: OK, I got a response now. Great! BTW: The mail said next beta build propably comes in 8-10 days...
So, about the beta invites. I've invited all who sent me requests and emails. We still have some space. PM me with your TestFlight email for an invite. Today we have uploaded the beta for those, who wasn't included into the first beta schedult and accepted invites before 15:00 CET today. If you don't have the beta, have problems downloading it or don't see it on TestFlight at all - please, read my hints below. There are still some people who did not download the beta. There are still some people who signed up with TestFlight, but did not log on into it from their devices to register the devices, so we could digitally sign the beta for them. If you see the "Install" button on TestFlight but it just does nothing - try again later, may be using another Wi-Fi hotspot - you also may need to tap "Install" several times. If you don't see the "Install" button or the Joan build on TestFlight, but already have registered your device by logging into the TestFlight website - please, contact me, I'll help. If you never logged into TestFlight from you device and did not register the device - please do so and contact me too. P.S. All who sent (and will send) me their TF emails after 15:00 CET today, will get their build ready by tomorrow. P.P.S. And, fellow forum members, please share what you think of the Joan beta
So, just a friendly reminder to beta program members - just a few minutes ago we've uploaded the first beta for those who didn't get it in schedule 1 and schedule 2 uploads. Also, I've sent personal emails to 10 people from schedules 1&2 who did not download the beta or had trouble downloading. Go, download your copy now and enjoy
A bit longer video with Joan first beta gameplay, that I managed to get my hands on tonight. Shows pistol, freezing gun with freezing grenade, AK-47 with grenade launcher, laser cannon with laser vertical laser flare and a little bit of shotgun fire. Alternative gun shots are mostly AOE (area of effect) that affect multiple enemies. Subscribe to the TouchArcade YouTube channel
Good evening fellow gamers and forum members! Todays post is a little bit more about weapons. Im posting more screenshots and art concerning weapons that are already implemented in the beta. Updated the main post too. This Sunday we, mostly our design team, are going a short vacation to visit GamesCom in Cologne, drink some beer and eat tasty German sauerkraut with schweinshaxe in Munich. During this time youll probably receive an update to the beta with some new things. When we return well post some more. Until then Id like to ask you about a little favor. The favor I ask for is simple please tell us what weapons with which effects would you love to see implemented in our game. As you might already notice we are a bit crazy about weapons, so ideas of weapons that can do weird, fun things to enemies (that do not repeat planned weapon effects) are most welcome. What we have done already: 1) Knife (upgrades to a katana sword) 2) Pistol (upgrades to a rapid-fire pistol) 3) 12 gauge shotgun (upgrades to a more powerful 10-gauge shotgun) 4) AK-47 (upgrades with a grenade launcher) 5) Laser (upgrades with a cruel flying laser flare) 6) Freezer (upgrades with a freezing bomb) What we have designed already and are working on: 1) Lightsaber (will let deflect bullets, projectiles) 2) Chainsaw (upgrade throws circular saw blades) 3) Microwave gun (upgrade lets fry bigger and wider area) 4) Electrocute gun (powered with shock bomb after an upgrade) 5) Imp gun (pulls souls out of bodies) 6) Satanic run (creates a local singularity that sucks nearby enemies in) 7) Sonic blast cannon (upgrade is area of effect) 8) Acid thrower gun (melts enemies like in Predator series movies) 9) Monomolecular lash (cuts into pieces, upgrade also adds net) Tell us what you think on new weapons and how do you like the pictures of existing *** So, The Weapons *** Knife elegantly kills. Katana cuts into several pieces. Pistol - most simple weapon, might require several shots to kill. Golden pistol, upgrade - kills tough enemies faster due to more rapid fire. Shotgun may kill several enemies explodes enemies on close shot. 10 gauge shotgun shrapnel spreads to a wider area. AK-47 is AK-47. AK-47 upgraded with a grenade launcher does cruel things. Laser cuts everything on a path of its ray. Extremely evil laser flare imminently moves trough all levels splitting all enemies apart. Freezer makes enemies to break apart like a glass as soon as they become zero cool ice. Freezing grenade freezes all in its area of effect, including traps and environment.
Looks very promising. The Shaq and the Nuns runner games are similar to this but didnt have enough 'oomph' in them to be great titles. Joan, however, has a certain air to it that i feel could be so much better than the 2. For one, i love the variety in weapons, which is i guess one of the strengths in this game. Second, I love the fact that there arent buttons in the game. Third, the art style is gorgeous retro, and they leave a pixelly bloody mess everywhere, and we all love it to bits... Literally. Now for the things i noticed which may be improved... Enemy types: I would like to see enemies changing lanes as you do, forcing you to shoot while changing lanes avoiding traps and obstacles. One idea (a great one, i think) is an enemy immune to all attacks UNLESS you force him to change lanes where he opens up for a moment, giving you enough time to pelt him with bullets. Are there boss fights? Coz he can be a boss type with mutiple hit points or something. Another idea, are enemy "twins" which change lanes, and shoot huge beams in 2 lanes, while you are only safe in one lane. The only openin to shoot them is when they both reload. And how about a boss fight where Joan moves forward to the right side of the screen, and shoots back at a huge robotic spider tank (a cliche boss works well as an example ), while avoiding its shots, desigining it so it feels like bullet hell, but her escape routes will always be utilizing the three lanes. I have more ideas, but i think this post is getting too long. Speed scaling: I notice the forward speed isnt increasing the farther you go. I guess it's more a run-n-gun shooter than a runner, so if it doesnt, no biggie here. What could be a good addition though, are "warpspeed" sequences, where maybe the background changes into horizontal speedlines, enemies move in slo mo, and Joan can only attack with a melee weapon. These are just suggestion to widen the scope of the game, as i think this has real promise and i think more may mean better for the most part. Looking forward to how Joan evolves, and how much time i'll spend with it on my ipad. Cheers!