Mechanosaur Hijacks the Moon XperimentalZ Games Genres: Games Entertainment Arcade Action GAME CENTER ENABLED Free Supported Devices: iPad23G iPodTouchSixthGen iPodTouchFifthGen iPadFourthGen4G iPhone5 iPhone5c iPadFourthGen iPodTouchFourthGen iPadMini iPadThirdGen4G iPadThirdGen iPhone6Plus iPhone6 iPadMini4G iPad2Wifi iPhone4S iPhone4 iPhone5s Minimum iOS Version: iOS 6.0 Download Size: 20.7MB Mechanosaur Hijacks the Moon GameClub Mechanosaur Hijacks the Moon is a funny challenging score-chasing one-touch endless game! Easy to learn, hard to master… Free Buy Now Watch Media DetailsMechanosaur Hijacks the Moon is a funny challenging score-chasing one-touch endless game! Easy to learn, hard to master! For millenniums, the dinosaurs fought the evil Asteroidians across the galaxy. As they thought them defeated, the Asteroidians came back and pulverized a dinosaurs colony located on a remote planet, Earth! The mighty Mechanosaur has to slip in his super-dino costume, jump in his time machine and reverse the situation! This game is supported by ads, which can be disabled through a one-time IAP. How to play: - Touch the screen to turn around the Earth faster. - Use the moon's gravity to pull asteroids toward it and smash them! Main Features: - One-touch gameplay (bidirectional controls optional) - Unlock and battle new Asteroidians as you progress - Discover new meanings of life hidden inside the Earth - Unlock and learn to use new power-ups - Evolve new creatures on high scores or meet the random insults generator otherwise! - Game Center leaderboards and achievements - Learn about the Asteroidians from the museum - Awesome original soundtrack Information Seller:GameClub Genre:Action, Arcade Release:Jul 30, 2015 Updated:Aug 04, 2015 Version:1.0.3 Size:23.5 MB TouchArcade Rating:Unrated User Rating: (4) Your Rating:unrated Compatibility:HD Universal barefootdragon Well-Known Member May 21, 2015 78 0 0 #2 barefootdragon, Jul 29, 2015 Really challenging. Excellent effort. jibjelly Well-Known Member Apr 17, 2015 356 0 0 #3 jibjelly, Jul 29, 2015 Subscribe to the TouchArcade YouTube channel dreadnok Well-Known Member Jun 8, 2011 4,157 7 38 I came here to kick ass and chew bubble gum I'm ou #4 dreadnok, Jul 29, 2015 This game is "Dino"mite I especially love the humiliation ratings at the end of each try H4nd0fg0d Well-Known Member Mar 30, 2010 1,905 0 36 #5 H4nd0fg0d, Jul 30, 2015 Beta'd this, good stuff indeed. rezn Well-Known Member Patreon Silver Mar 8, 2014 862 6 18 Male Coder/Keyer in medical ICD 10 Reno, NV #6 rezn, Jul 30, 2015 Last edited: Jul 30, 2015 First game that grabbed me! Happy to see something new from the team that brought us Pixel Boat Rush! What a fantastic game that is. And still is, with a recent update to keep the game feeling fresh. With an IAP to remove ads! Kudos. Doom Well-Known Member Jan 27, 2011 412 0 16 Working for the man Northeastern California #7 Doom, Jul 30, 2015 Congrats Xperimentalz,! Always proud to see you making new games, Mechanosaur is great, hope everyone likes it! XperimentalZ Well-Known Member Patreon Bronze Jul 20, 2010 1,099 0 0 XperimentalZ Games Founder Montreal, Canada http://www.xperimentalzgames.com/ #8 XperimentalZ, Jul 30, 2015 Last edited: Jul 30, 2015 The fist prototype for this games goes back to 10 months ago, It's exciting to see it launch! Can't wait too get players reactions and feedback! LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #9 LordShad0wz, Jul 30, 2015 I love their other game "Don't run with a laser sword". I spent so many IAP's in that one lol. Downloading this now! Billy Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #10 Anotherkellydown, Jul 30, 2015 Had to look around a little for the ad removal but realized it shows up after you die, in the upper left. Bonus health too! Really fun game! LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #11 LordShad0wz, Jul 30, 2015 Last edited: Jul 30, 2015 Honestly I've given it some time to take a break from Race the sun. One thing that is really bothering me is that why Is there no clockwise movement? I naturally put both thumbs on the screen and when I see a rock coming to the right im pressing the right side of the screen to speed up clockwise but it only goes faster counter clockwise. There is no clockwise movement and I keep getting frustrated. I guess I'm used to playing games like Earth Day. Devs was there a reason for this design choice or would you be willing to make it so pressing the left half of the screen moves quickly counter clockwise and pressing the right side moves quickly clockwise? Please? Billy Qwertz555 Well-Known Member May 22, 2010 2,318 29 48 #12 Qwertz555, Jul 30, 2015 Last edited: Jul 30, 2015 It's going deeper with all those different asteroids and you never know what's coming next. I like this randomness, though i'm not sure for how long it will hold my interest. One thing is sure; my two dollars are yours, already, because i want you to stay around with your special games. DRWAPS belongs still to my top ten runners in my ios history. I'm holding my 5s with my left hand and play with that thumb. It totally annoys me to have that little replay button all to the right. We die a lot and fast in this game, and i think it deserves a touch anywhere to restart. This bloody useless "share" button is exactly where my thumb is... Edit: i get Billy's point, but i like it to be a one-handed game with this special one-way-only turn challenge. That's why i need a huuuuge all-screen button. XperimentalZ Well-Known Member Patreon Bronze Jul 20, 2010 1,099 0 0 XperimentalZ Games Founder Montreal, Canada http://www.xperimentalzgames.com/ #13 XperimentalZ, Jul 30, 2015 Last edited: Jul 31, 2015 Yeah double-direction arose naturally and was something we investigated early in development. However, after implementing it, having to foresee the path of all asteroids at once combined with the choice of 2 directions felt like having to split my brain in two, which was really awkward. This might be counter-intuitive, but it made the game harder. We also really wanted to keep the controls minimal with a single touch. So we geared the game for a one-touch control. I know that early on, the game appears a bit harder than it really is. Once you get used to the various patterns, it will feel really natural. But there's definitely a period of adaptation needed. Perhaps we should have smoothed down the difficulty even more in the early stages. XperimentalZ Well-Known Member Patreon Bronze Jul 20, 2010 1,099 0 0 XperimentalZ Games Founder Montreal, Canada http://www.xperimentalzgames.com/ #14 XperimentalZ, Jul 30, 2015 Going to try to come up with something for that Qwertz555 Well-Known Member May 22, 2010 2,318 29 48 #15 Qwertz555, Jul 30, 2015 Last edited: Jul 30, 2015 And that period of adaption takes quite some time, seriously, but once you know all pattern, this game opens up greatly. It grew on me big and it turns out to feel like a bit of a rhythm game. Easily a five star rating for what it is, what it does and how it looks. Oh, and this amazing fitting soundtrack! In the meantime, you hopefully unlocked all the five powerups (could maybe have a little less magnet, so they were a bit easier to get), because they are very helpful to survive a few seconds and points longer. And yeah, so does a permanent 4th life. I'm not so happy about: The Changer. It gives me some cheap deaths, when he's falling down unpredictably. The only one that feels unbalanced, in many occasions. Only the money knows why certain (lousy) games/publishers are always featured on my app store, but i'm glad to see yours there too. Congrats. You played like an: Emotionally Ugly Disease H4nd0fg0d Well-Known Member Mar 30, 2010 1,905 0 36 #16 H4nd0fg0d, Jul 30, 2015 This was the very first thing I asked the dev for while beta testing this. I still believe the ability to orbit both clock and anti clockwise wld enhance gameplay. The dev thot it wld compromise game balance. I disagree. XperimentalZ Well-Known Member Patreon Bronze Jul 20, 2010 1,099 0 0 XperimentalZ Games Founder Montreal, Canada http://www.xperimentalzgames.com/ #17 XperimentalZ, Jul 31, 2015 Last edited: Jul 31, 2015 We've been making (cool, I hope) mobile games for 5 years now and this was our first world-wide feature on the App Store. This is definitely going to help us hang around! XperimentalZ Well-Known Member Patreon Bronze Jul 20, 2010 1,099 0 0 XperimentalZ Games Founder Montreal, Canada http://www.xperimentalzgames.com/ #18 XperimentalZ, Aug 1, 2015 And I've told you that I did not know how to do this without breaking the game but that'd keep it in mind in case I'd figure it out. Perhaps I have an idea. I'm not sure it will work but I'll test it out today. If the idle rotation goes in the other direction, it would be possible to go from counter-clockwise to clockwise by releasing the touch. This could be used to make small corrections when overshooting. We've reviewed early analytics data and while the end-game seems balanced to our liking, early-game difficulty still appears a tad too hard. I'll try to review the difficulty curve and try to ease out the progression through the tutorial. LordShad0wz Well-Known Member Nov 19, 2014 4,280 1 38 #19 LordShad0wz, Aug 1, 2015 Thank you for the explanation and the consideration. Now please also make Don't run with a laser sword 2! Hehehe. You guys really make great games. Billy XperimentalZ Well-Known Member Patreon Bronze Jul 20, 2010 1,099 0 0 XperimentalZ Games Founder Montreal, Canada http://www.xperimentalzgames.com/ #20 XperimentalZ, Aug 2, 2015 Controls and Difficulty Update Incoming Finally, we tried the reverse-on-idle idea and did not like it. Then I went back to the bidirectional controls idea and tested it extensively. It turned out that it's not that bad and I could not get significantly higher scores with it. The extra degree of liberty is compensated by the confusion and errors it can produce. Personally, I don't like it because it adds a layer of complexity to the game concept and it diverts the player from the essence of the game, which is quick strategic planning: learning the Asteroidians paths and planning an intercept course way ahead. However, that sort of way to play is hard to communicate to the player. The bidirectional controls transform the game into a more classical quick-reflex twitch experience and some players will find it easier to get used to that. So we've just pushed an update which includes an option to turn on bidirectional controls from the pause menu or the extras menu. In addition, we also address what we think is the real core of the problem and greatly smoothed out the difficulty progression for the early game experience. We know that the true potential of the game only reveals itself after playing for a while, so we hope that those modifications will help the players to go through that period of adaptation. Cheers! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
First game that grabbed me! Happy to see something new from the team that brought us Pixel Boat Rush! What a fantastic game that is. And still is, with a recent update to keep the game feeling fresh. With an IAP to remove ads! Kudos.
Congrats Xperimentalz,! Always proud to see you making new games, Mechanosaur is great, hope everyone likes it!
The fist prototype for this games goes back to 10 months ago, It's exciting to see it launch! Can't wait too get players reactions and feedback!
I love their other game "Don't run with a laser sword". I spent so many IAP's in that one lol. Downloading this now! Billy
Had to look around a little for the ad removal but realized it shows up after you die, in the upper left. Bonus health too! Really fun game!
Honestly I've given it some time to take a break from Race the sun. One thing that is really bothering me is that why Is there no clockwise movement? I naturally put both thumbs on the screen and when I see a rock coming to the right im pressing the right side of the screen to speed up clockwise but it only goes faster counter clockwise. There is no clockwise movement and I keep getting frustrated. I guess I'm used to playing games like Earth Day. Devs was there a reason for this design choice or would you be willing to make it so pressing the left half of the screen moves quickly counter clockwise and pressing the right side moves quickly clockwise? Please? Billy
It's going deeper with all those different asteroids and you never know what's coming next. I like this randomness, though i'm not sure for how long it will hold my interest. One thing is sure; my two dollars are yours, already, because i want you to stay around with your special games. DRWAPS belongs still to my top ten runners in my ios history. I'm holding my 5s with my left hand and play with that thumb. It totally annoys me to have that little replay button all to the right. We die a lot and fast in this game, and i think it deserves a touch anywhere to restart. This bloody useless "share" button is exactly where my thumb is... Edit: i get Billy's point, but i like it to be a one-handed game with this special one-way-only turn challenge. That's why i need a huuuuge all-screen button.
Yeah double-direction arose naturally and was something we investigated early in development. However, after implementing it, having to foresee the path of all asteroids at once combined with the choice of 2 directions felt like having to split my brain in two, which was really awkward. This might be counter-intuitive, but it made the game harder. We also really wanted to keep the controls minimal with a single touch. So we geared the game for a one-touch control. I know that early on, the game appears a bit harder than it really is. Once you get used to the various patterns, it will feel really natural. But there's definitely a period of adaptation needed. Perhaps we should have smoothed down the difficulty even more in the early stages.
And that period of adaption takes quite some time, seriously, but once you know all pattern, this game opens up greatly. It grew on me big and it turns out to feel like a bit of a rhythm game. Easily a five star rating for what it is, what it does and how it looks. Oh, and this amazing fitting soundtrack! In the meantime, you hopefully unlocked all the five powerups (could maybe have a little less magnet, so they were a bit easier to get), because they are very helpful to survive a few seconds and points longer. And yeah, so does a permanent 4th life. I'm not so happy about: The Changer. It gives me some cheap deaths, when he's falling down unpredictably. The only one that feels unbalanced, in many occasions. Only the money knows why certain (lousy) games/publishers are always featured on my app store, but i'm glad to see yours there too. Congrats. You played like an: Emotionally Ugly Disease
This was the very first thing I asked the dev for while beta testing this. I still believe the ability to orbit both clock and anti clockwise wld enhance gameplay. The dev thot it wld compromise game balance. I disagree.
We've been making (cool, I hope) mobile games for 5 years now and this was our first world-wide feature on the App Store. This is definitely going to help us hang around!
And I've told you that I did not know how to do this without breaking the game but that'd keep it in mind in case I'd figure it out. Perhaps I have an idea. I'm not sure it will work but I'll test it out today. If the idle rotation goes in the other direction, it would be possible to go from counter-clockwise to clockwise by releasing the touch. This could be used to make small corrections when overshooting. We've reviewed early analytics data and while the end-game seems balanced to our liking, early-game difficulty still appears a tad too hard. I'll try to review the difficulty curve and try to ease out the progression through the tutorial.
Thank you for the explanation and the consideration. Now please also make Don't run with a laser sword 2! Hehehe. You guys really make great games. Billy
Controls and Difficulty Update Incoming Finally, we tried the reverse-on-idle idea and did not like it. Then I went back to the bidirectional controls idea and tested it extensively. It turned out that it's not that bad and I could not get significantly higher scores with it. The extra degree of liberty is compensated by the confusion and errors it can produce. Personally, I don't like it because it adds a layer of complexity to the game concept and it diverts the player from the essence of the game, which is quick strategic planning: learning the Asteroidians paths and planning an intercept course way ahead. However, that sort of way to play is hard to communicate to the player. The bidirectional controls transform the game into a more classical quick-reflex twitch experience and some players will find it easier to get used to that. So we've just pushed an update which includes an option to turn on bidirectional controls from the pause menu or the extras menu. In addition, we also address what we think is the real core of the problem and greatly smoothed out the difficulty progression for the early game experience. We know that the true potential of the game only reveals itself after playing for a while, so we hope that those modifications will help the players to go through that period of adaptation. Cheers!