If I had to guess, it's because the game's biggest asset is its potential for growth. I think their normal window for reviewing it came and went some months ago and it wouldn't have reflected the game favorably considering how much it has improved in the last update. It's a pioneering game, and might be best judged when it's farther down the trail, if not settled entirely.
maybe so. While i agree that it IS a pioneering game, and has improved drastically with the work of the devs, when it came out it was perfectly enjoyable, and certainly a unique experience. They could have reviewed it, taking some points out for control maybe, but still reviewing it and mentioning the passion of the devs to coninue improving and updating it, much like they did recently with Templar Infinite Crusade. 3.5 star review with reasons is far better for visibility than no review at all imo.
Whether this is the case - there is truth in this. The lack of review forced us to do precisely that: read every comment, every piece of feedback, and tune, upgrade, update to as perfect as we can get it. The Update is a vast improvement - and to be honest - i'm not sure we would have put in so much time had they reviewed it first round - we got featured - and then up and likely down the charts. So perhaps its a blessing in disguise. But the update opened a lot of intellectual doors. I have many ideas about making the combat even richer and more rewarding, but not necessarily to difficult or edgy.
Promo - post if you grab please post if you grab (or if its grabbed and you post I'll pm you one): A3H36WTANW79
I hope they will review this game. I really do. Devs like you, should really get more....visibility in the AppStore world and the Review world.
We hope the same, but plan for the case that we have to do this very pure, raw, and organic - which means more updates, features, games, that push the Artificial Intelligence and Animation boundaries even further. I think the Aigamedev.com nomination was very significant - in circles that really get complex Ai - it was obvious. Coaxing that into an experience that everyone can resonate with on ios is challenging - but after spending a little quality time with Shark Eaters 99.9% of players get that hook and thrill of hardcore battle and intuitively learn the controls. here is one more to test out for free for someone out there in the ether (price back to 2.99): MW76A4X9TXPK
So far, Ive only got to try up to Simon and I must say the two dolphins certainly feel quite different. Im hyped to play as the orca, my favourite marine animal, which should be unlocked by tomorrow (hurrah). Anyway, the music is spot on. I found it a bit too oriental and zen-like but they do add greatly to the overall ambience. Now frankly, i think I have struggled with the controls because myself being used to the use of virtual joysticks, didnt really catch onto the system initially. So might I suggest a virtual joystick to be an option or is that impossible without breaking the whole mechanism? The difficulty I feel like could be reduced, as I found some levels frustrating, albeit the AI was wonderful and the enemies, each to their own, had their distinct strategies. One primary reason for making the game be a bit easier is for broadening the game's appeal to the audience as kids wont be enjoying the challenge of it but rather, be relishing the sounds sea creatures make, the rich sound, and the fluidity of movement of dolphins, sharks, whales and such. One last thing Id like to see improvement on would be the pearl-to-bolt conversion system. As of now, I believe individuals have to convert it via repeated singular taps. It would be great and very convenient if players could type in the sum of pearls to convert into bolts as I felt I was drained by the time I converted 200 pearls into bolts.
Sorry late to the party, but what is the game about? Like a simulator? Saw the video, still don't quite get yet, lol. Does look superb though.
Underwater battle, your dolphin vs everything else, eat or be eaten while twisting, turning, dodging and outmaneuvering your enemies and admiring the fluid animations and amazing Ai. I also seconded the pearl to bolt system, actually my suggestion was to make the bolts infinite, as you have soooo many pearls anyway that you can practically have unlimited bolts - only you have to tap tap tap the button, which i find unnecessary like you However -and devs correct me if i am wrong- a V-stick couldn't work precisely because of the "depth of screen- dimension movement. Sure, the controls would be perfect in 2-d movement, but i think they like the challenge to perfect them in 3-d
I second the unlimited bolts motion! The unlimited tries was one of the things that had me hooked on the first version of the game.Could keep practicing without having to worry about any consumables or timers or sh*t. If bolts were only used occasionally, not *necessary*, it'd be fine like this. But I waste at least 30 bolts on a single attempt. The more you play/practice, the faster you'll run out.
Ramz and AppunWrapper have made their case. There shall be bolts, never to run out, the light thereof shall stun fishy. We have a "patch" update going in today - I will try and get this asap (prob next week).
update schedule So the updates will be quicker but are constrained by our place in line. The next one will be minor bug patches (already submitted waiting approval). As soon as that is released - we will submit the next one, which will include unlimited bolts and some placement (for the buttons) settings.