Thanks! And sorry that this GC syncing bug hit you, too. Thanks for being understanding. I'm still not sure what is going on, because it all appeared to work during testing. We have access to a 2nd gen iPod Touch, so I think the next step for us is to create a new debug build with logging, and try to reproduce the bug ourselves. That should allow us to see what is going wrong.
One of the things I would like adding to this game is uploading replay data to each leaderboard score - basically what Jet Car Stunts did. That way people can see what the top scorers are doing to get those impossible times. So you can view someones run and then race and try and keep up with the ghost or ghost line. The only problem I see with this is Game Center does not have this functionality and all the other social networks are in flux at the moment... so you would have to do your own sever side stuff for this. But if this was implemented the game would go beyond awesome!
Great game. Up there with the best iOS platformers. I think I might like it better than League of Evil, which I also like it a lot. It would be cool to download other people's ghosts though. Also, more levels please.
Yeah, I can't understand how people get such high scores in the challenge mode. The 3-star requirement is usually around 600 (which I can usually just barely make), but both the global AND local highscores are in the 10,000's. It's making it impossible for me to get the achievement where you must get the highest local score on a challenge level. HELP!
The leaderboard shows your total score across all challenge levels. If you get over 600 in all of them, you end up in the 30,000 range, which is much higher than what you need.
Only played two levels so far and it's totally awesome!!! My main comment is this: If two indie developers who met on a forum can nail down such awesome virtual controls, why do so many bigger name devs still have trouble with it?
But no feature on the US App Store... If it was featured it would get into the top 10 easily. This is a big fail on Apples part! And really proves the App Store is broken because Mikey Shorts has more playability than most games in higher spots. But congratulations on getting 53 with no marketing what so ever... It just proves the game is very special indeed.
Agreed the game should be featured in new and noteworthy some of the games featured this week don't even have enough reviews or ratings
Yeah, it's definitely surprising that this game wasn't featured. I'm sure it'll be successful though, especially with 5 stars from TA. It's already doing pretty well in any case. I still remember mikeg from back when Hook Champ was popular. Who better to make a speedrun platformer than the best of the best at the genre? xP It's a great game.
Yeah, we were a bit surprised about the lack of feature. But we are in the iPad News & Noteworthy section, so that is strange that we aren't also in the iPhone section, too. Maybe because we are new, and no one at Apple has a clue who we are? Maybe if we can continue to improve our ranking, we'll get a What's Hot feature next week... And does anyone know why when you view the Mikey Shorts icon in the App store that it says "No ratings"? We clearly have a bunch of ratings. Because I can't reply to every post (I'd like to), I'd like to send out another big thanks to all the great support we have gotten from the TA community!! @backtothis: you are definitely remembering the right mike! ;-)
Its sad how, say, Zynga releases a copy and pasted freemium game (as they always do) and it makes oodles of cash with little to no effort put into developing it. And then a game like this comes out that isn't freemium, isn't copy and pasted, isn't published by Zynga (Why Phosphor, Why!), and obviously had a lot of effort put into it and I realise "Hey! Maybe the world hasn't gone mad after all!"
I hope so... The game is getting very very good reviews across the board and deserves all the success it can get. If Apple don't recognise this little gem then the days of little indie teams building great little games that put the big publishers to shame are coming to a close. It's not very often I get behind a game but been a developer myself I like to recognise pure brilliance that should be rewarded!
That's quite a common thing on the App Store... A few of my games had the same thing happen - it normally rights itself after a day or two.
Because they have contacts in Apple and get featured... Been featured is the most important thing and most of the big features are worked out in advance between publishers and Apple.