Yeah right now this is just a glitchy sneak preview but it will be also be seen from the pause menu indeed . Yeah I think I get the sense. If possible, I'll try to include a new set of obstacles before release, including rotating groups of enemies.
Hmm rechecking the daily 2 again, I noticed it had changed. Perhaps they are currently changing in the middle of the day, because I had to set the date to yesterday to play the same daily. This should be resolved with the introduction of 'timers'. New daily 2 is very cool too .
Is it feeling like going up and down too fast, or more that it is going down too fast after releasing touch? Or the general sense of speed?
Dropping down sometimes seems too fast after release of jump with new speed of screen death..like it gets lighter for a sec?..I seem to over jump a lot..would like to see how someone fares who didn't play before..IMO..this is magnified on phone for me..iPad seem a bit more controllable but still not right like it was before..once again my opinion only.
At this stage of development, if opinions are like sheep, I'm a shepherd. Every sheep is precious, I can't favor any sheep, the larger the flock the healthier and my role is to keep that flock safe and try to keep it gathered. So just to make sure, you often miss the target by going too far or not enough? Other people comments would indeed be valuable!
Great! We're in the middle of the implementation of missions and upgrades. Would you mind jumping in once it is done, so you can share your first impression on the quasi-final state of the game?
Just tried out the new build with faster gameplay. It works a lot better than I thought. I felt like I was gonna be completely overwhelmed but dang, I was landing on all the tiny platforms and everything. It works rather well, but I'm gonna keep going to see if my impressions hold
The changes were not big, only 10-15% (on speed, jump force, gravity and stop-jump on release) but they might feel more than that. In the next build some parameters will slightly backtrack following Doom's comments but those last tiny adjustments are a tough call since they can be experienced differently from people to people.
The next update is taking a bit more time than expected. Missions and power-ups are a big chunk but it should worth it We're also tossing along lots of tweaks and fixes, so we can enter the final stretch as close to the end as possible. Ah, we added diagonal lines of enemies, random groups and 3 types or rotating formations which are kinda cool.
I told you! Don't make me make Doomfan's special with enemies chasing you from behind and walls popping out of the blue just in front of ya!
So be it, you asked for it! Since Apple won't let me use UDID to grief Doomfan on his personal device, I came up with the next best thing, a 'secret' game mode! The info about how to activate the 'secret' mode will only be given to our beta testers. A Doomfan's Special Mode GC leaderboard will come with it . Here's a couple of videos illustrating the damage: here and here