Universal Revolt - Universal App

Discussion in 'iPhone and iPad Games' started by andan007, Oct 31, 2010.

  1. backtothis

    backtothis im in ur base killin ur d00dz
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    Jul 13, 2009
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    Bought this sometime last fall. Found it in my DSS folder a few days ago and decided to finally play it to get it off my iPod. Some of those levels on normal mode were a b***h, lol..no checkpoints really sucks for levels that take over 20 minutes. Didn't like the game much due to the broken frame rate, but couldn't stop until I finished the game for some reason. I think I spent an hour and a half on one of the levels. Anyways, what's up with iTunes saying that it has GameCenter when it really doesn't?..makes survival mode completely pointless. Yay, 150 MB freed up and another game finished. Surprised I didn't rage quit this game like I did with The Red Star, which also had levels over 20 minutes with no checkpoints at all. Anyways, 3/5. There's better DSS out there.
     
  2. Coldar

    Coldar Well-Known Member

    Dec 26, 2008
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    Eh, check points are for woosies. Without them makes the game. Yea, have to admit on the frame rate issues but its one of the finer games around and quite unique in game play still. But you pretty much posted on reasons why many go back to it (including myself) as in not being able to stop playing the game....for some reason.;)
     
  3. medianotzu

    medianotzu Well-Known Member

    Nov 21, 2009
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    I didn't find the game difficult but I think it depends on how you approach it. If you charge in headlong then you're going to get creamed. You have to play tactically and use cover, rolling, manage your weapons somewhat well and use the destructible environments to your advantage.
     
  4. backtothis

    backtothis im in ur base killin ur d00dz
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    Jul 13, 2009
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    Yep, figured that out eventually. Spammed the machine gun into the darkness when I saw canisters up ahead, used lots of explosives, and made good use of the auto-aim, four-missile rocket launcher. Didn't have to roll around or use cover much; just never stopped moving. Also, didn't buy any armor upgrades until the second to last level, which was probably a mistake.
     
  5. KiwiGummy

    KiwiGummy Well-Known Member

    Nov 18, 2010
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    I think I also got this when it came out, but only played it for like 5 minutes and didnt touch it after. The camera just bugged me, too jittery or something. Also you couldnt stop moving. Whatever direction you pointed with the left stick, even dead center, you were always moving. Damn, I just wanted to stop for a damn sec. I dont know, maybe i'll try it again and some stuff got fixed.
     
  6. KiwiGummy

    KiwiGummy Well-Known Member

    Nov 18, 2010
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    Also something I didnt like with Geometry Wars, always moving all the damn time. Well, also the little ship kept going under my thumbs. I think you really need a real controller for games like that.
     
  7. medianotzu

    medianotzu Well-Known Member

    Nov 21, 2009
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    I don't know what it was exactly, but Geometry Wars Touch just seemed really poorly ported somehow. The controls and camera were not very well-tuned for the small screen. Maybe it was better on an iPad but there were a few clone attempts such as Pew Pew 2 and Isotope that were just a lot more fun and playable on an iPod or iPhone than the official Geometry Wars game. Honestly, it probably has to do with how Activision clearly doesn't give a crap about iOS.
     
  8. medianotzu

    medianotzu Well-Known Member

    Nov 21, 2009
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    This recently received a great update--seems the performance issues are a thing of the past now on my iPod Touch 4G! Great time to go back to this game, and I do hope an eventual sequel/expansion is released...
     
  9. Graphicalgeek

    Graphicalgeek Well-Known Member

    Good to hear someone is still enjoying the game. :)

    The environment textures are higher resolution now so the game looks better on iPad, and we're also planning Mac and Chrome Store versions soon!

    For those that are still playing it, what kind of updates would you like to see most?
     
  10. Coldar

    Coldar Well-Known Member

    Dec 26, 2008
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    #370 Coldar, Nov 29, 2011
    Last edited: Nov 29, 2011
    Think I've played this more than any other game I've got. (although not within the past couple months).

    My suggestions are:
    That an in-game map would be nice along with some new levels of course. Newer type guns (although the ones used now are great and appreciate not removing these) and how about some sort of transport to move around in the levels looking for more ammo instead of getting most it at the beginning of each game and maybe some hidden weapons to find as well?
    I'm still a great fan of Revolt and hope to see more added to it but it sounds like need to get back into the game regardless.
     
  11. Ghouls'R'us

    Ghouls'R'us Well-Known Member

    Jun 9, 2011
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    I'd like to see the camera pulled back in certain areas. I do find the main game enjoyable, but the constant camera tweaking and handling lessens the overall experience, personally.
     
  12. medianotzu

    medianotzu Well-Known Member

    Nov 21, 2009
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    Yes, I still play it...I think it's by far the best game of its type out there, meaning in comparison to similar titles such as D.A.R.K. and the underrated Etolis Arena... as for dual-stick shooters, this is at the top of my list along with titles like Bug Panic, Meteor Blitz and Solomon's Keep--clearly this category covers a lot of ground.

    Anyway, the game looks better than ever on my iPod Touch 4G. Did you improve the dynamic lighting further? It looks fantastic, truly. I really love the visual style of the game, and with performance issues ironed out it plays better than ever. It's still not a perfect 60 fps for me at certain points but it would be a stretch by now to say I'm experiencing "performance issues." I'm really happy you've kept coming back to improve on this stuff, cheers!

    As for what I'd like to see--basically I'd just like more! More levels, more challenge and especially more boss battles. The single boss battle is cool, but if one could apply the kind of strategic shooter gameplay to boss design that this game sort of has embedded in it throughout, and do that across several levels, that would be a major achievement in my opinion.

    I actually kind of like not having a mini-map honestly, because it contributes to more of a maze-like atmosphere, although I can understand Coldar's request and probably most people would rather have that feature than not.

    One of the best things about this game is the weapons. It's a lot of fun beefing up Guy with equipment and armor. If you were to add to the game, I'd love to see more weapons and armor upgrades as well. I basically think that if the game had a longer campaign and more weapons (which I would certainly be willing to pay IAPs for, personally) and ran at 60 fps it would be totally flawless. Of course it probably does run flawlessly on an iPhone 4S or iPad 2.

    In any case, all improvements are appreciated and I realize that my suggestion of "just more" is probably not as helpful as more specific suggestions, but I basically just think the game is almost perfect as is. And again, don't feel as though I am suggesting you provide all this content for free...the more obvious route would of course be to do a sequel. I would definitely be happy to shell out a "premium" app store price for this game with the kind of improvements I've suggested.
     
  13. Graphicalgeek

    Graphicalgeek Well-Known Member

    Nothing has been done to the game's art besides adding high resolution textures for the environment, which I think makes a big difference on iPad and Retina display as the level finally matches the characters and effects for texture density and detail. If there have been any lighting changes its just the way the iPhone4 S renders differently or possibly the way the newer versions of Unity calculate lighting or shaders...glad to hear it looks so much better though! :)

    For updates, I was thinking more on what would go into a Revolt 2 and whether or not that would be worth it. It was always the plan to eventually give Guy upgradable skills and abilities, and one of these was going to be an enemy radar, and the other would be a mini-map, both of which make sense in the context of the story now that Guy is hooked into the machine systems and can decipher their data and read their positioning and level layouts.

    There are still 30k people that have the first game on their devices and updated recently, so I think adding some IAP and possibly making the game free to play or unlock content would be the way to go. I totally failed at marketing on the first game and gave the game away as free app of the day and didn't have any IAP or anything to sell to all those players hoping they would advertise the game to friends etc, but it didn't result in any extra sales, I just lost 160k potential customers.
     
  14. Graphicalgeek

    Graphicalgeek Well-Known Member

    There already is dynamic lighting but it doesn't affect Guy right now.
     
  15. awp69

    awp69 Well-Known Member

    Oct 30, 2009
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    Are you talking about going freemium with Revolt 2? Or changing the current Revolt to freemium?

    If you're planning to do the latter, please try to make a way to "grandfather" in those who originally played the first game. I can totally understand if you add IAPs for new content since that's an expansion. But there's been a few developers lately that got kind of bashed for changing to freemium and adding iADs or IAPs even for existing customers. This is especially a problem if you delete and redownload an app you already paid for that went to a freemium model.

    I would be more than happy to pay for additional content to support you as a developer. It just is an issue if you have to pay to unlock content you already had when you first bought it or pay to remove ads in a game you paid for.

    Just a suggestion. You may just be thinking about this for Revolt 2.

    Personally, as an aside, I prefer paid games period even if they cost a little more. The freemium model has never appealled to me. But I understand that devs gotta do what they need to to make money.
     
  16. Graphicalgeek

    Graphicalgeek Well-Known Member

    Yeah, this would be for Revolt 2. Many people say that they do not like the freemium model but its a huge benefit in that they:

    1) Don't require players to re-play what they already have from a Lite version when purchasing the full version.
    2) Don't require the developer to maintain separate premium and Lite versions.
    3) Can reach a much greater initial audience by being free.
    4) There is no risk to downloading and trying the game for the player.
    5) Reduce the chance of piracy. (or at least make it more difficult)

    Its all just speculation at this point, but I would really love to work on a sequel if I thought it would be worth the time and would actually turn a profit. I have so many cool ideas for it and learned so much during the first one that I'm sure it would be pretty awesome. It will depend on how SpyCorp and other games do, and what my financial situation is looking like and if I have enough $ to live on in order to develop it.
     
  17. Osmiral

    Osmiral Well-Known Member

    Nov 19, 2009
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    So this kind of IAP would just be to unlock the full game and maybe to get extra money to progress faster, not like an energy system right? (I always get confused as I don't consider IAP unlock and optional extra money as freemium or at least as bad freemium, but a lot of people do).
     
  18. awp69

    awp69 Well-Known Member

    Oct 30, 2009
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    Greenville, SC
    #378 awp69, Nov 29, 2011
    Last edited: Nov 29, 2011
    The only kind of freemium I can at least deal with is to unlock the game...basically going from lite to full version. I still don't like it though. For some reason, I just get worried about if you have to do a restore or delete and redownload that somehow, that you'll have to pay to unlock it again.

    I know that's a myth as it seems to work ok with other apps. Just something that for some reason I don't trust.

    But I think this is the general direction the app store will be going. No more lites and using IAP to unlock. No biggie. Just me being paranoid.
     
  19. Graphicalgeek

    Graphicalgeek Well-Known Member

    Yes, it would be for full game unlock and also extra circuitry scrap to upgrade faster, or without having to play.

    I hate games that make you wait for stuff (this is what you mean by energy system, right?) but can speed it up with IAP, that annoys me and I would never make something like that.
     
  20. Ghouls'R'us

    Ghouls'R'us Well-Known Member

    Jun 9, 2011
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    I'm glad to hear a known dev express this opinion :).
     

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