When a game randomly closes it is almost always due to low memory. You can verify this in your device logs. It is not a crash, the system does it on purpose. It is a hardware limitation, and can be a software optimization issue. In general as games are getting bigger and better 512mb just doesn't cut it the way it use to.
Then the problem lies with the fact that something that is supposed to work (Meltdown on iPhone4) doesn't work. So either the devs try to fix it or they limit it to iPhone 4S and up. I'd prefer the first option though #
I think this game has some horrendous memory leak issues. Freshly rebooted iPhone 4, 191MB free memory. About quarterway through the tutorial (after killing 2 flame turrets) down to 40MB. Crashes on the second (not counting the cover mechanic ones) gatling turret. Ahhh iPhone 4, how you can run Bloodmasque or Infinity Blade 3 and yet "too old" and "underpowered" to handle 1 mini turret on screen in Meltdown. Say one automaker designed a vehicle with a gas tank that's made to leak. Would your response be "dude, just buy their 2013 model which has a bigger tank and you'll be fine"? Or does it make sense to point out that there's a problem? I don't know, I think I might be slightly inclined to the latter. (Aren't you glad that free memory is virtually free and is reusable?)
Yes I'm on the new ipad air and the game was crashing almost nonstop after getting the chainsaw as well and wouldn't work after forced restart and normal power off... But after a couple hours of not playing it just started working fine again. Could definitely use a more fleshed out achievements list as only a few weapons have achievements and as echoen said there's really no reason to try to get 3 stars on every level as there's no reward, which there should be for how difficult it is to get 3 stars requires never taking health damage and requires a run and gun play style rather than standing and fighting. Also so far I'm mid 40s and have still never had a reason to take cover, but I'm still absolutely loving this game, it reminds me of Reloaded back on the ps.
After playing for a few hours, some feedback: 1) I like that there are only two buttons, but when you are surrounded and just want to roll out of danger, you will melee instead, which is not fun when there's an explosive enemy nearby. My suggestion is to either add another button (not ideal, but hey) or make it so that melee isn't activated if you are holding the movement stick. 2) Exploding enemies should damage nearby enemies. It just makes sense and adds another layer of strategy to the combat. 3) I know the stages are randomly generated but I swear it's the same stage every time (I know it's not, but it sure feels like it). Different patterns designs should be added and most importantly, more assets. Every stage feels samey and looks samey. It adds repetitiveness to a game that already has a repetitive nature. 4) Most enemies will just rush at you, making the cover system nealy useless. There should be more enemies that stay back shooting at you from a distance. The shotgun droid kinda does that, but most often than not it also rushes to melee you. The grenade droid does exactly what I'm talking about: stays back and behind cover, even running away from you. However, since it's throwing grenades at you, you can't stay on cover. 5) More weapons would be nice. Not just the generic stuff, but inventive weapons like in Ratchet and Clank. Would greatly help diminish the repetitiveness. Other than that, I'm having fun with it. The core gameplay is very solid and I love the graphics. I have a question for people playing it on iPad 4, iPhone 5/5S or iPad Air: do the character and objects have real shadows or just a blob shadow?
Are you sure? I think it does when enemies are close. At least there were a bunch of times when there were multiple enemies around me and when I tried rolling it attacked instead. Edit: yep. Just tested and he will melee if he is in close range, even when holding the movement stick.
You have to understand that these two games might use completely different development engines. Not to mention the fact that this game was done by a four man crew, with only two people writing the code. Depending on how much experience they have with optimization the results can vary. Not only that, they might not have an iPhone 4 to test it on. Running it in emulation on your pc isn't quite the same as using someones iPhone 4 off the street. Given the constraints outlined above and the relatively minor bugs that are still persistent, i'd say they did a remarkable job. Beta testing can only go on for so long, at some point you have to release a game or risk the project running out of money and dying. Trust me i've had several projects in the past that ended up dead due to lack of funding. At some point you just have to put it out there and hope for the best. When bugs pop up do your best to resolve them and then move on. They seem to be taking care of things quickly, so lets give them a break and give it a day or two before jumping to conclusions. They have more than enough on their plate already.
If you want to roll and not melee you have to move the left stick away from enemies and press on the action button. You can make sure it will dodge if there is no red knife icon over the enemies and you are moving the left stick.
We have just uploaded Meltdown 1.2 update to Apple, hope it gets trough review fast. Change log: -fixes bugs with joining multiplayer matches -fixes a bug where you could equip a melee weapon in the ranged weapon slot and the game would crash -graphical improvements to iPhone 5s, 5c and iPad Air -other small tweaks and fixes For the android users here: version 1.2 was also submitted to Google Players with version 1.1 cannot play multiplayer matches with players on 1.2, some core code needed to be changed. For the players with old devices: we are currently working on optimizing the game to have a smaller memory foot print.
Great news - is your team aware of the level54 progression bug? Cannot reach level 55 and subsequently cannot max all skill trees. Not as important as the game breaking crashes, but something that is probably an easy fix.
Oh man, we put the current level cap at 54 without realizing you don't get a skill point at lvl 1 ) Thanks for the info, this will be available in future updates. And a crazy sidenote, the update is already live on android.
Flippin google play review times, it's so unfair ):< And this game is almost in the top 150 in the US