Hi devs, I believe I asked this earlier in the thread but never got a response. How many different jump intensities are there? Thanks!
I dont think there are fixed Jump intensity levels, as the levels are more of a slider than fixed intervals. Too small in time frame to make them accurate though, but the jump levels are forgiviing enough that no specific long press or short press misses jumps.
By jump intensities, I mean height. If I tap, the girl jumps low. If I press, the girl jumps higher. I just wanna know how many different levels are there. Just low/high, or low/med/high...or something else.
The longer you press, the higher she jumps... The less you hold your finger down, the lower/shorter the jump.
Isn't that the exact same thing I just said? What I want to know is the different number of jump heights/intensities!!
That's really the answer to your question. I (and others too, apparently) don't understand what else you're trying to ask. There's no "hold down for between 0.3 and 0.5 seconds and she will jump 1 m" or "hold down for between 0.5 and 0.7 seconds and she will jump for 1.5 m" The jump height is directly related to how long you hold down the screen. So it's more like "hold down for 0.3 seconds and she jumps 0.3 m", or "hold for 0.5 seconds to jump 0.5 m".
I understand what you meant, however you word it as i have been keen at this from the other sidescrolling runner games i've played. On this one however, like i said in my previous post, instead of fixed jump heights, it is more of a slider thing where it is too small of a difference between press times and jump heights as there seems to be "per frame jump heights" rather than a fixed number of jump heights. Im not saying it is really per frame, but it felt like it, which also made the animations look very smooth. Im not sure why you are so interested in this as for me, there are only 2 jump heights that matter in this game which is why i said it is forgiving. There's the high jump and the low jump. The animations show different heights, but consider them as just having 2 and there isnt anything you should worry in the game.
Only just picked this up yesterday and really enjoying it so far. I don't understand why more devs don't release games at a cheaper price for early adopters, I very rarely buy anything on day one or early doors because of the price drops on the store but if something is advertised as X price for a limited time before rising then I'm far more likely to buy. In the case of this game I'm very glad I did.
The art in this game is beautiful. I find myself wanting to play a 'Metroid' themed runner made by you guys. Oh, and 50 perfect levels GET!
Just wanted to drop after finishing the game, sharing my happiness... this game is superb, i love it! Especially because we tried to pull a publisher contract for a more or less similar concept and none of those money-holders wanted to invest in such a un-free4All-ish concept. So all wishes, that you get a financial success and can keep going! Best wishes!
If you only knew the things we did to get it down below 50, on for Apple to put in their stuff to bloat it just over 50. We're trying not to ruin too much by compressing things down but still keeping quality in tact. We were actually discussing this last night...funny how 700k seems to be the magic number being tossed around. But yeah we'd like for that to be possible hehe
Think of the jumping like Super Mario Brothers. The longer you hold the more loft/lift you get. It's analog in nature so you can control the jumps. The game actually was going to be Super Meatboy-ish, but once it turned towards the free running paradigm, the jump controls, though within that range, made it a little more linear to control.
Oh man I know! As a new developer(only put out one other title), our company used Kunundrum as an experiment to see if the latest methods of marketing are in fact genius or just a bunch of people scrambling to get the most out of something as quick as possible. It turns out giving your game away is a good way to lose money. The benefits we got from it seemed to be insulting. 94,000 copies given away : 150 sold. That's not viable at all. But when you're small you need to market properly. So in order to get early adoption from people who aren't sure about us or our products we need to be kind and generous to let them know we're not here to be slimy and mischievous. We're just game devs that want to do this for a living and want to make people happy. So introductory pricing it is. We're just waiting for the media to catch up so it doesn't look like a mess if they start posting about it being a dollar and then we bring it up to its actual price.
Yes, US people are stupid, they think their weewees are one meter long. Which millenia? Well, this is the year 3054, right? And the movie Matrix has it's own units? How big is a Neo, 1 mm or 5.5 inches?
Well, the US tried back in the '70s/early '80s to teach kids in school the metric system with plans to someday convert. That was dropped (I never knew why). Sure, there's some things here and there, like a liter of soda. But we're still inches/feet people. Regardless of what millenia it is, we're special. EDIT: Got me curious since I was in school when there was the effort to convert. Guess we can blame it on Ronald Reagan: From Wikipedia: "Because of this ineffectiveness and an effort of the Reagan administration to reduce federal spending, the USMB (United States Metric Board) was disbanded in autumn of 1982."