I hate this game. I was playing as aeon and I was fighting a shtty air plain guardian with OP homing missiles in the fourth level. I managed to kill him it but his homing missiles can aparantly kill after his death so I had to start all over. So much bullsht screw this game. 5/5 would buy again
One thing I didn't realize until a lot of playthroughs is that you don't have to exit the entire level when you beat a guardian. If you still have cards to battle/shop/upgrade, you can exit the usual way and come back to the golden exit circle later. This applies to any card you've passed...you can go back to pickup loot whenever you want, even if the card is now in the "background."
For now you can try the zoom feature from the iPhone's settings menu. Obviously, it's not ideal but it's better than nothing.
I'm surprised more people didn't know this. An essiential part of the game is saving health when they drop in early cards and coming back to said cards when you need them. For instance you can enter a shop, buy an item and leave and it will remain. The card will show a little symbol Reaseambling the item you can still retrieve.
Davagorn was mostly if not totally talking about after beating the guardian. That part is not as obvious, as (though I'd need to confirm this), from memory once you beat the guardian in the combat, it doesn't give you the two press to exit thingy's, rather it gives you a yellow circle to completely check. At least I don't recall it being so obvious anyway. On the way along the tarot card tree however, it is intuitive and I did jump into an old card to grab health because I saw the icon, in my first play through.
It actually does show the two return icons. I always thought it was obvious. But that doesn't mean anyone else is wrong for thinking otherwise. But yeah I usually beat the guardian right when I see the card, and then beat the rest of the level for health and or shops. Sent from my iPhone using Tapatalk
Ok. I am officially giving this my GOTY so far nod. There have been some pretty great releases but nothing has captivated my time and interest like this one. I do have a soft-spot for dual sticks (started with Solomon's Keep...RIP) but this title is oozing with depth. So much to do, so many interesting choices to make, so much fun. I hope devs are working on a sequel or even additional characters. Take my money already!
I dunno since without MFi support (full or just in-game) this is just sitting and waiting in my Wish List
Do people really carry a controller around with them, all day long, for iOS gaming? I always thought the awesome thing about iOS gaming was portability. Different strokes for different folks, I guess, but I don't think every developer can be expected to support controllers, since it's kind of a niche market. It would be criminal to miss out on this game simply for that reason. The controls really ARE great. My Aeon has died many times, none of which I felt were because dude didn't go or shoot where I wanted him to.
^Well said. I am one more likely to play at home on my work table than outside, so having an MFi controller is quite handy and useful for games that use them. Outside of the house it's touch controls all the way. Good point on the "missing out" on this game if the only reason is the lack of MFi controller. I dont see their reasong too coz that just doesnt make sense gaming on the touchscreen and not buying games that dont have MFi support. It's like preventing touchscreen from being.
Yes, I even have the original HORIpad added with a modified phone mount which clamps onto the controller so that I can play without separating the phone and the controller. Of course, there are controllers that come in with a mount at no extra cost. There are even more variety of controller and let me introduce to you the site Afterpad www.afterpad.com Which as reviews of controllers and games, over a thousand and counting, which support MFi controller. I think the only way I can made a developer to entertain me (more) is by my $$$. Enough said.
The control of this game works great on touchscreen. I never lacked precision because of it, only due my lack ability.
I total agree with you, but sometimes it's my lack of skill with touch controls that causes me problems. The touch controls here are very good. Very, very good. But physical controls allow tactile sensory input that touch controls just don't give you. There have been deaths in this game that I don't blame the controls for but I strongly feel would not have happened if I was using a controller just because I'm better with a controller.
Completed as Rasimov at last! As you guys said, upgrading a good glyph, preferably an auto-fighter, really makes a run doable. Thanks, Homonculus. Now I'm off to sacrifice the world to Cthulhu!
Hi everyone, this is Matt from the Leap of Fate team. We're super excited to hear that so many of you are having a good time with our game. Thanks a lot for playing and supporting us! To expand a bit on what I wrote earlier in this thread, yes we are planning to implement iCloud Sync, and we are going to investigate MFi controller support too. However, we are a very small team, and we must concentrate on one thing at a time, which is currently the Android version. Contrary to Apple devices, Android devices have a huge variety of specs and hardware. It's proven quite difficult for us to do a proper QA and ensure that the game works smoothly on most devices. So we're going to keep working at that for a while. When it's done, we'll come back to the Apple version. We'll keep you updated. Happy gaming Matt
Hi, Matt again. For those who requested MFi controller support, I have a question. How do you envision the targeting system (shadow walk and glyphs) to work? Are you expecting 1) to completely avoid any touch input, as if this was played on a console controller? Or 2) do you think that tap-targeting on screen for Shadow walk and glyphs would work, given that the trigger for those powers would be on buttons? Do you think option 2) would be practical on iPad Pro, with the huge screens? For us, option 2 feels like a better option, because targeting using sticks is a bit clumsy. If you have played the PC version using a controller, you must know that it requires a bit of finger gynmanstics to pull off. It does work, but the learning curve is a bit steep, and you do lose a bit of precision and reactivity. What do you guys think? Matt
I wasn't really feeling the desire to play another DS shooter (I say, as Space Marshalls 2 is released...), but after reading a pretty glowing write up I was pushed over the edge. Now, 2 days later, I'm having to remove yet another game from my GOTY list in order to make room for something that just came out. I feel like I'm in premium gaming heaven. Anyway... It took a minute to get comfortable with the controls, but if you got along fine with the dual-stick Halo games, you should get along fine here. There is the option to customize how high/low the boxes for activating your specials are on the screen, but nothing relating to sensitivity or anything. The upgrade system/Roguelike elements are all done perfectly (IMO, of course). Personally, I feel the balance between what you upgrade in-game that gets reset vs. what you can unlock permanently vs. the difficulty is fantastic. The differences between the characters as well as the different story lines is total cherry on top stuff. I didn't expect it when I got the game... So super psyched that the developers took development/coding/everything as far as they did. It's made Leap of Fate a real gem, and total standout within the genre (more so on the AppStore, I think...). And I didn't even touch on the graphics... =oP Totally recommended if you can get on board with the Halo-esque touchiness of the controls/movement.