Facebook is our way to authenticate/login for leaderboard stats, so it won't be patched out - sorry if it causes any inconvenience. However, contrary to what the title says, your progress IS saved even if you don't log in, the erroneous text will be removed in the next update. (Yes, this is a leftover from the original console versions where player profiles were required to save progress ) Ipad2 should work fine, i'm using an iPad mini as my primary test-device, and it runs well.
Any chance of game centre integration? I have no plans to ever use facebook, twitter or any of that stuff - i find it really offputting in games.
The virtual joystick controls are really getting on my nerves, it's hard to navigate especially when in tight passages. Looks like i'm putting this one on hold til they add relative touch controls. Kinda regret buying it on impulse due to the controls. It's not a deal breaker really, but for me... Hope i did this before...
Thank you for your feedback. While i can't promise anything on relative controls, we've already made the tight passage (and domus) sections a bit easier, you'll receive less damage from collision with the background. Also, the garbage chute section has been retuned to be more tolerant against errors. This and more in the next update.
I seriously hope they consider adding RT. can anyone even name an shmup in the last 2 years that had no RT and was even moderately successful? Anyway, that and GC. I mean FB, really? This isn't some bejeweled crush ville game. I'll buy it anyway, but those seem to be a couple of very poorly thought out choices.
Agree - i just left a four star review in the UK AppStore. I just recommend to friends with that Facebook login. Although I've gotten used to the controls I can't help but think relative touch would properly nail this.
Agreed... I also want to add, especially more true to Bullet Hell, that in relative touch, you dont have to bother glancing at the virtual stick if ever you lifted your finger off the screen. In bullet hell games, you dont have time to remove your eyes off bullet curtains. The only flaw (but it really isnt) in relative touch controls is that to make it feel the smoothest, there shouldnt be any max speed limit to the ships movement.
GAME IS FREAKIN AMAZING THANKS FOR PORTING THIS OVER I DIDN'T EVEN KNOW IT WAS ON PS3 Xbox etc... GREAT FREAKIN JOB ###
I couldn't help but notice that considering that that's on Ultra graphics settings this version of the game is still lacking many of the graphical details and lighting effects that the other versions of the game had: iPad version: (Since I don't have an iPad 4 this is a downscaled screenshot of Sanuku's video) Vita version: (Also missing some of the graphical effects from the Console & PC version, but more comparable since it's also a portable device) That's not to say that the iOS version looks bad, it's still probably the best looking bullet hell shooter you'll on the platform and other than the graphics should be the same as all other versions, but if you want to see this game in all of its glory it's definetly not the platform to play the game on.
I don't know about anyone else, but I do appreciate adding relative touch isn't simply a matter of changing a few lines of code and bam, job done. Much as I love Cave's shooters - hence my Internet nick! - the iOS ports are very, very different to the originals and you can argue the changes aren't always for the better. Relative touch almost always skews the difficulty curve with a game that wasn't designed for it and needs a hell of a lot of care and attention to avoid breaking stuff. That said, it would be neat if it could be added - I'd love to see some kind of Classic and Arranged mode setup - I'm just not holding my breath, particularly if this doesn't sell. EDIT: That screenshot looks remarkably similar to my iPod, to be honest. Does the graphics slider actually do anything on other devices? I couldn't seem to turn it up.
Thanks for understanding. Simple relative controls would actually break some of the game's mechanics, and it's not just difficulty curves and such - some of the sections would be pretty much impossible to keep under control. That said, we're looking into refining the control scheme, but again, no promises for other methods. If any of you have a brilliant idea about a better scheme that doesn't break with max-ship-speed, PM me! About the screenshot, yes, some things had to be cut back, altho that vita screenshot is VERY bright, or the ipad one is very dark The graphics quality slider doesn't do anything at the moment. The next update will introduce "normal", "reduced", and "sparse" to allow the user to degrade quality somewhat, gaining framerate. Admittedly, this is more to accomodate the upcoming versions