Still tied for second in hard... - man I had a 12th hole, and dropped the chute- damn electric thing zapped me...
I know, I know that's what I kept sayin to myself but after dieing about 30 times with 9 and only 1 more to go on hard....
you got 3 to beat me... and I am just about in the groove for a massive score... (just trash talking)...
Mwahaha evil dog dropper reigns supreme in med and hard ... ... ... Mwahaha hey Matt heard you say in earlier post in next update u could get more lives somehow... Care to elaborate? Or keeping under wraps?
14 on hard baby!!!! Take that... Care to share the hard top dog spot... at least until you beat your score again...
Hey Matt. I noticed you have no mention of the contest on the iTunes page. Think you should mention the contest on top of your app description(unless apple doesn't allow such things in description). Also putting a tinyurl for this page(for all the details bout the contest) in the description would be good for you. Will make get people a bit more interested in your game. Unless you are doing this as a charity to TA members
Ya, thought about that... but not 100% sure how they would feel about that... so let's just call it a "shout out" to TA members and a few other places I have posted. If this helps build sales I will do a more expanded contest in the near future with either scores and/or achievements.
Sure. There is a new scoring/collection item that will sometimes (earlier levels) be stationary and sometimes be floating (later levels) at various altitudes. When you collect (x) of these items it will update the Wally icon in the top left with a 1-2-3 (maximum of 3 earned lives per game). There will be a new scoring leaderboard for how many of this item you can collect and 4 Awards/Achivements that are related to collection and earning an extra life. The challenge will be for the player to decide if it is worth risking their flight pattern to collect the star then get back on track for the hole, or just let it go to avoid dying. MJ
ooooh sounds really fun Matt. I was thinking last night that maybe the game can total the free fall amount as well.
Played the game again for a while today. I'll restate one of my previous problems with the game. I hate that lag between tilting the phone and Wally actually moving. You said earlier it was intentional. I think that is the major problem with the game. I vote for removing the lag and make Wally move instantly. The game is meant for casual gamers and this is not something which they'll like IMO. And btw, in post no 33 in the thread, did you quote the wrong post? It looks like a reply to my suggestion of putting the contest info in iTunes instead.
Sorry I did quote the wrong post. That was in response to your suggestion about posting to the app page. To answer that question... it doesn't matter what your rank is on the three Dogs Scored leaderboards, just that you have a valid score, and that you have invited me as a friend through AGON so I can see your email address if your name is drawn. You only get one entry per leaderboard and you can only win one of the gift certficates (your name gets removed from medium & hard contention if you win easy). Ill explore the tilt concern a bit. Just out of curiosity, are you playing primarily on Slow, Medium or Fast tilt? Does anyone else have thoughts or concerns about the control? Thanks, Matt
I played it on fast and tried it on slow and medium too with the same results. Wally needs to move as smoothly with the tilt as possible. A lot of games have near zero lag with tilt controls so I'm sure this will not be impossible to implement in your game too. And you should definitely post the details about the contest in iTunes. Maybe it's too late for this one as the contest will be over tomm. But if you are spending money to promote the game, then you should make full use of that. What good it'd do if you hold such giveaway and no potential customer even knows about it. Other charity for fellow TA members which, btw we'll gladly accept Btw, if you don't mind to share this info, I was interested in knowing if this contest had any impact on your sales?
Well... it was more of a test than a fully planned marketing effort with my crack team (me) . There was a noticeable increase in sales yesterday, but not sure if it was due to the contest or exposure of the contest by theses ladies: http://iphoneslutz.com/ They did a spot before yesterday's podcast talking about the contest (they have 60,000+ podcast subscribers)... and they did a full review of the game in last weeks cast. Between the contest and that, I think it has maintained our positioning in the store. One key metric that I am tracking gives me great hope for the future of the game... average plays per user. We have sold a couple thousand units and our plays per user has actually gone up instead of down over the past two weeks to an average of almost 14 plays/user. I think once people are sold on the concept of the game (which is hard through a paragraph of text and a few screen shots) they are liking and sticking with the game.
Matt - the lag INSM is talking about has not got anything to do with the tilt controls. They let Wally slide left and right faster and slower. INSM is talking about from the moment you tilt the iPhone, to the moment Wally starts to slide, there is a lag that seems consistent across all modes. That being said, I anticipate it, and it does not bother me. I look at it like if I am pulling a cord on a parachute, there us a little time between that and the response. So itdies not bother me a bit. However, for precision playing, and what most games of today present, that lag could be very annoying. Like driving your car, and waiting a split second before it responded. The response would be to over correct, and the over correct the other way. I think I am used to this from many years of sailing, and being used to slow corrections, and waiting on responses. I would say it is worth looking at, because there probably a lot of people that feel like him. Maybe an option? Although I think that is an all or none sort of thing. If there was a call, shortening the lag a bit would probably not bother most, as the slow tilt could make up for the hyperresponsiveness of his initiatin of movement. Fast back and forth movement would probably make Wally look blurry though. I don't know. Judgement call to me. While I am being picky - a couple ofinor points to consider. 1. Hit detection for Wally's chute collapse is small to me, sometimes it takes several taps before it collapses, and he free falls. 2. Critter hit detection us also small - they sometimes also take several hits to turn around, or sit and howl. This gets frustrating when you tap them, and tap them, and Wally still gets grabbed, because it did not trigger a response. 3. Last - when Wally restarts falling for another hole, there is a shift in the background. Likely inevitable- I'm purely thinking " polish" and has nothing to do with gameplay. An idea that I thought of while tapping (this is all from my iPhone) you might limit the number of critters you can tap on in the harder levels per fall say 6 for medium, and 2 or 3 on hard. It would be reset each time Wally sucessfully lands in a hole. Unlimited taps on easy obviously. Just more thoughts.