Deciding between this and Incoboto Mini. I enjoy action RPGs and this has a new game plus. I was wondering: 1) how difficult 2) how long 3) any replay value
If you are looking for difficulty, length and replayability, the new game + is probably what will make this purchase worthwhile for you. I can't quite remember how many hours I put into the first playthrough (perhaps someone can help me out. 6? 8 hours?), but the second is taking its time, primarily thanks to the increased difficulty (which approaches brutal in places). So the length of the game, while no where near FFT/TWEWY/Aralon/Ravensword-immensity, is probably satisfactory to most, and the difficulty should probably please all but the really hardcore. The second playthrough also has the advantage of introducing some new elements to the story, in addition to new items and increased difficulty. Also, diffculty, length and replayability notwithstanding, this is one of the best action RPGs I've ever held in my hands and carried around in my pocket, rivalling quite a few of the less portable variety as well. That said, Incoboto Mini is a great game as well. This choice of yours should not be an easy one
Decided to go with Mage Gauntlet, and I am not disappointed. SNES games are before my time but I can appreciate a well made game. The controls are tight, the art style is nicely detailed, the story is great. And the game is just great fun. I'm all for difficult games so I can't wait to unlock Master Mode.
My wild guess here is that you are overcomplicating things trying to resolve every conflict and solve every user story possible. Some of the projects I took part in had iCloud and it wasn't a biggy (bugs aside). And seeing all the App Store games that have it should make you rethink yo think If you'd really want to lay it on the user just so they would have more "control" over their saves you could implement iCloud somewhat like Limbic did in Nuts!. Take a look. I also want to say something about the game as well. People in this thread alone have said a lot about the difficulty of Mage Gautlet. My personal observation leads me to conclude that the challenge doesn't come solely from deliberate game design, but also a design flaw. During gameplay I've took many hits while dodging and using charge attack. I've played a lot of games that had charge attacks and dodge mechanics and to the best of my memory they work differently. You don't get hurt. For a split second you perform the move you are invulnerable. The game rewards you for quick reaction. This classic rather than cliche mechanic was obviously scorched in to my mind by hours and hours of gameplay. That's why I've instantly took notice of it not working. EDIT: I did some testing just now and found that dodging is indeed working. It's just that timing is to sharp. Maybe just me.
Well, I admit. I didn't buy this game until today, but I had no idea what I was missing out on! Between this and Wayward souls, Rocket Cat games are quickly creeping into my number one iOS dev slot. After playing for a bit I also got the RC fan pack iAP. I can't wait to play more of this!
I've been playing this again since Wayward was released (I hadn't beat master mode in this yet) and sometimes I think MG is still the better game.
Installed the widescreen update but only the intro appears to be widescreen. Game itself still has black bars on the sides.
Gaaaah, THANK YOU SO SO MUCH for finding a way to get this done while nose deep in Wayward Souls update work. Really, it's SO great playing this comfortably again. I did just play through about a month ago (on my iphone 5), but had a difficult time with the movement becoming unresponsive when drifting into the black bars. In the middle of a mob, it sucked. =oP Now... WOOO!!!! So happy. =oD THANKS AGAIN!!
Well, I guess it's time for me to get this one. I enjoyed but did not love Wayward Souls, but I think that's because I may dislike the premise of rougelikes more than actually disliking the mechanics, look, gameplay, etc. So, take my money, and I'll try this out!