Thanks! Just added some features to the front page. - Classic 2d sidescrolling gameplay with Incredibly immersive 3d environments. - Large Levels with checkpoints, saves and even a playable world hub. - Powerups including fire breathing dragons, flying bug suits and more! - Game Center enabled for leaderboards and achievements - Lots of unique worlds all featuring a host of new levels - Save progress across multiple devices (via Game Center) - Universal for iPhone, iPod, and iPad - Full high res Retina support
Hi, This looks very nice and something my son would like. I do have one question, will it work on older devices? He currently has a 1st gen iPod touch and me and my wife have no plans to buy him something newer, atm. David
I saw the comparison between the old and the new and i have to say that i like more the old shiny path, and the backgounds also. And you can see the last control scheme: Left and Right, Jump and Fire.
Have you spent a decent amount of time tuning the jumping mechanics? What I have found with most (99.9%) of iOS platformers, is that the developers don't spend enough time (or any time) giving "character" to the player's movement. It's usually very bare logic behind movement: if left pressed, move left. if right, move right. if jump, move player up at a set speed, then move down at a set speed. iOS platformers rarely have any sort of inertia in the movement, and rarely use any sort of interpolated curve. This makes games feel both robotic and unrealistic (in reality of course everything moves "on a curve" since there is acceleration). A player character should feel like it actually has mass. No acceleration = no mass (lest we forget Newton's famous equation, F = MA). Anyway, developers, please look into this issue, if it hasn't been addressed already. It's something that everyone notices but might not realize. It's one of the reasons Mario is so excellent of a platformer and controls so well. The only iOS game I can think of that actually takes these things into consideration is Pizza Boy. I would love to add another game to this short list.
wow! I'm getting more and more excited for this. gonna get me a copy. please tell me it's coming before the end of june. the sooner the better.
I would rather "robotsvswizards" and "crescent moon" take their time with this games development. I want this platform game to be perfect.
Agreed. We need an iconic game to look to when it comes to adventure platformers. This could become a benchmark.
Altough the game looks good on certain area's (a paper world will mostly give your artwork more 'appeal') it has some serious design flaws and the world itself doesn't seem interesting at all. From what I can tell judging pure on the screens, what you see is what you get.. but then again, it's still in development. Iconic game? No.. def not but I do wish the dev's all the best
what has been show so far are not real levels - just tests to get gameplay elements working together. actual levels are in the process of being designed now.
Okay. Could you possibly give a time frame this game might be released, like within the year, fall, early next (hoping not that long but whatever it takes to make it awesome).
Most would agree that Mario is the benchmark for great platforming. Even Mario's story is pretty, well... basic. Sure, he saves the princess but, what is great are the characters. Who doesn't love cute little toad! I agree 100%. It all comes down to great level design and actual gameplay. Hopefully the time we spend meticulously crafting each and every level will be what really makes the game shine. A lot of the levels are quite large with checkpoints, alternate paths, hidden goodies etc. Our goal is to bring console scale platforming to the iOS but, you guys will be the judge of that. All i can say is we aren't taking any shortcuts towards getting there.