One option for the 'not full version' of Punch Quest would be a score limit, where the screen would fade out when that score is reached. The annoyance factor would be negated because people would be addicted to the gameplay instantly and would buy it. And a good recent game that used a Lite version is Wimp. Hell, it got me to buy it. The point being, from my perspective, is that a Lite version gets the game out there, in principle, the same way a free version does, since they are both free. There has to be a way to promote the Lite version better. And I have ZERO issue removing adds from a Lite version to upgrade to a Full version when I want to keep an app. It's my way of 'donating' to the developer. The Lite version/pay to remove adds may not be the way to go on the App Store, but I would like to see that change. Why did it not do well in the first place? Did not enough developers offer a Lite version of their apps and the trend died off? Maybe if more developers go back in that direction, it could become the norm. It is a better option than all this IAP crap. Buy hey, this is just my opinion. You definitely know more about it than me. I just think this game is too good to cheese it up. And Kepa, I am assuming you are a Street Fighter fan? The juggling combos in Punch Quest are fantastic and have never been done to this extent (to my knowledge) in any type of runner/platformer.
Oh, and on a completely unrelated topic, could you guys change the title of the game from 'punchquest' to 'PunchQuest' or put a space in between and make it 'Punch Quest'? Maybe this is just my OCD kicking in, but the title written in lower case is throwing my eye off. Other than that, don't change ANYTHING
On the subject of removing as's I always pay to remove the ad's in a game just because they get on my nerves, usually ill play one go of a game with ad's and if I like it ill remove them right away if not its deleted. Not sure about the lite version but indie games on xbla only give you five minutes to play then you have to restart/quit the game. Hopefully tho this will either pick up in sales or make all your other games have improved sales. From my point of view I wanted to put a little cash your way but really don't like disposable IAP's so I bought Mage Gauntlet instead. Thought that was better than nothing.
No because if u think about people with a lot of games they would just do 5 runs and then play something else
Just thought I'd ask (because its quite important! For me anyway ) Will there be any Christmas themed update? A Santa hat or some snow etc? Thanks.
Yeah that's why we have the performamce setting... gen3 iPod is at the low end of what devices can run it (due to required iphone 5 support). At the start of the game it loads music, and there are a lot of layers being drawn, sound synth etc. so it may bog down a little. If setting to MED makes it go away, then sounds like you're sorted.
It's basically too late for Punch Quest. The best they can do is add a coin doubler. Lots of people will buy that. If they change the game so it has limited plays before paying to have unlimited plays, then they are going to get absolutely slaughtered in user reviews. "Game was awesome before, now it SUCKS!" You can't make that kind of change after the fact and expect kindness. But adding a coin doubler will make some sales. Other than that, just use the critical and download success of this game to push the next game ("by the dev of Punch Quest!), and use a different model for it.
All you have to do is not punch at all until you have two skeletons next to each other. Punch once, it will cause both skeletons to get hit. Then die without hitting punch anymore 101% accuracy. @Madgarden: thanks for the response. I was trying to explain to others who were talking about the uppercut button not working a possible explanation. The quality levels are awesome, really lets me enjoy the game without any problems, though even on high setting, the period of time where I cant attack is fairly minimal and at a point in the game where any life I lose is quickly made up by gaining levels. THANK YOU FOR AN AWESOME GAME AND GIVE ME A COIN DOUBLER SO I CAN GIVE U $$$ (already spent 1.99 for the initial item boost, but i want to get the perfect ultra hat, which I've only been able to reroll 3 times, and havent gotten anything good. Wanna speed that up until I get a hat with one of the skills i like!)
You could've just made everyone pay $.99 like everyone else instead of asking people to pay $20 for basically nothing. It comes off as greedy. But at the same time doesn't help you at all because who the hell would spend $20. Everyone pretty much agrees you can add a coin doubler and be done with it. My opinion is The game should have had no IAP purchases except a coin doubler for 1.99. The other option would be to run ads and pay $.99 to remove ads. I would've easily done both. If you don't think adds a good idea, maybe pay $.99 to have access to the leader boards? Whatever the combination, and however good your game may be, I don't believe you should be asking people to pay more than three dollars for this game. Once you pay up you have access to the full game no more milking. Anything other than this in any game really turns me off. in a vacuum PQ may be worth more money, but this is the reality of the iOS marketplace. You offer the game for free, which is amazing, but then your currency system comes off somewhat insultingly disproportioned. PS I'm spending my time writing this to give you criticism that may have some slight use. I come from an art background so I know it's sometimes hard to take criticism on something you worked so hard on. Hopefully you take it for what it's worth.
More customisation as IAP could work? I would easy pay another 69p or whatever to have more hats, tops, pets etc. suppose you could take what's been learned about this piece model and learn from it, make some new content updates but as paid DLC content.
Yeah Street Fighter and other fighting games was a big inspiration. And the Lite thing: so many people did Lite versions that people got tired of the concept, I guess. They'd avoid games that mentioned "lite".
I also had made an action fighting game prototype way back in 1998. Not a runner, but a side scroller with kung fu dudes. The combat mechanic for PQ was adapted from this earlier concept.
Flying Load-outs! I was using both of these for quests/goofing-off but they turned out to be pretty good for basic survival, too. FLYIN' FIST / Power Slam / Ki Barrage - The Pocketgamer piece alludes to this but Flyin' fist is no joke vs. the toughest monsters. If you're approaching spike shield or master wraith with a bad rhythm it's much easier to just float above them. Knuckle Circle is also good with Flyin' Fist but it gives me a false sense of security prefer Ki Barrage. HIGHERCUT / Discodunk / Shodukin' - The high jump is nice for getting hard-to-reach treasure but also just like Flyin' Fist, it ain't bad for staying alive vs. strong monsters.
Yes with flyin' fist it's pretty cool, you can switch levels to high/low very easily and stay there fighting the pack of enemies. It's almost like the gravity flip in Jetpack Joyride, Gravity Guy etc.
I think adding ads and charging .99 for removal and a 1.99 coin doubler would be met with a warmer reception than changing mechanics and currency. I would buy both. 100% certain of this.
I'm good with whatever IAP you guys implement as long as I get a leather loin cloth with a skull belt buckle and a Viking helmet out of it. I want to punch them Barbarian style with my redheaded punchtress. I'm in for the coin doubler though.