Click the down arrow next to appstore at the top, then click games. Kinda confusing. Also Touch Foo, found a bug for you to fix On World 3 (space) Level 4 (changing the universe), when jumping onto the button, if you time it correctly, you can hit the button, fall past the spawning objects, then die. When you respawn, there is a plain screen without any soosiz. This is at the very beginning btw. Oops. Found out if you press jump, you spawn, but without any idea of where you are. haha. Guess it's not as big of a bug as i thought, but still annoying :x
Thank you for reporting the bug. Actually, found the "Hot New Games" in the App Store on my device but it seems to be different from the "What's Hot" in the Games section in iTunes. Soo confusing..
so what are some planned updates for this game? I want to pick it up and I would like to know if there are any planned updates. I hear people saying it doesnt need any and that its a great game. It seems like a lot of people are already passing the game, so with that in mind. Are there more levels planned for this for updates? much like rolando got more levels also. Also, how are sales doing? Are you thinking of a sequel? If its as good as people are saying (Big albie gave it 5 stars!!!!) then these are questions I'm genuinely concerned about. Either way I'll probably pick it up later today....n/m just found out its 1.99...i have like 1.04 in my bank account :\.....I'm so poor lol instant buy when i get paid though
Sales have been alright but nothing huge yet, as you can probably see from the ranking. Can't make promises about content updates yet. We are hoping to add more levels and features but with a team of two people, there is only so much we can do in a limited time. Plans are being made at the moment and we will let you guys know when we can say something for certain. A sequel is one of the options, but we don't want to do just the same thing over again. We would probably have to look for more people to join us or the development would take forever. That being said, it would be nice to hear if someone here has actually finished the game.
I finished it last night, and I was sorely disappointed that there was no reward for getting all of the gold medals... I was hoping for an extended ending, or an unlockable, or something, lol. I did notice that there were some little gold things following me around on the title screen afterwards... not sure if those were there before or not. Anyway, I have to say that this is probably my favorite game on the iPhone so far. It gave me that same tingly feeling I usually only get from a new Mario game. In fact, the level design was absolutely brilliant... I think Miyamoto would be proud. Blue Coins I, in World 7, pissed me off to no end, though
Way to go, Space Kitty! I'm with ya. This game is the closest thing to the Mario magic I have felt outside of a Mario game.
Is this game similar to Rolando, ie, does the character simply walk/run/roll around and doesn't fight or collect items? I really couldn't stand Rolando, it's more of a "test-your-patience" game more than a platformer.
Plenty of fighting (by bonking enemies on the head), plenty of item collecting. This is a bona-fide platformer.
I've only played Rolando Lite, but in Soosiz, the character gets to collect coins and find lost "soosiz"...you have to find the exit on each level and there are frequently enemies to dodge/bonk, obstacles, and secret areas to discover. You do more than just move back and forth and must often jump and run pretty darn precisely to avoid enemies.
TouchFoo, would you guys mind talking about the process of making well designed levels with the illusion of randomness? Cause a lot of devs could easily have messed that up, either with putting.platforms with no real thought and make the player get lost or feel irritated, or play it too safe and not really maximise playing around with the gravity concept to keep the fun.
The last Blue Coin level in world 3 is pissing me off. I always miss one or two... ugh. Going for all golds too...
A mark of when a game has truly hit it big with the gaming community is when a bunch of Youtube videos come out for it, happened with iDracula, Zenonia and other games. Same with Soosiz. It's my excuse to post more Soosiz vids. Titled to avoid spoilers. Blue Coins II (World 1) And yeah, I actually look forward to hearing that "Christmas music" when I complete a level with all the soosizs.
I finished this game couple days ago. Took me nearly 11 hours to get all the gold medals. For 1,59, that's quite a lot of platforming. Overally the game is very well made. Controls are accurate, which is a must for every platforming game. Basicly if devs nails platformer game's controls, the game is already atleast good, unless the devs are total idiots. And the devs of Soosiz certainly aren't idiots. Also the level design of Soosiz is good, graphics are nice, but music, while good, gets quickly repetitive. My biggest complaints are the way how gravity works and level design (even though I just said that level design is good, but I'm weird like that). I find the gravity annoying, because it's so easy to fall off of planetoids. Even if you are on a round planetoid, all you have to do is run and jump, and you are going down - instead of the planetoid's gravity pulling you back, like it does in Super Mario Galaxy. That certainly adds a lot to the game's difficulty, but I found it frustrating and annoying and at times confusing. I do like a challenge, but it shouldn't be done so that it annoys the player. The level design then has two problems. 1. It doesn't take advantage of the gravity mechanics (ability to fall off of every type of planetoid) and 2. there could have been more variety. There's only one level where player has to use the ability to fall off of planetoids: Flower World's Level 6. If there were more levels like that, it would have added whole lot of variety to the levels. The current level desing would have been better with Super Mario Galaxy -like gravity, now the level design and gravity mechanic doesn't meet. But as said, the level desing is still good, the levels just are in slightly wrong game. Another type of level I missed were a level that would have big long solid ground. Call it a classic Super Mario -like level if you must. Now every level consists of small platforms. But as I said, the game is overally very well made, but because I am spoilt by Super Mario games, I give Soosiz 4/5. I still highly recommend it to everyone who likes platformers. It is the best platformer for iPhone along with Spy Bot which also gets 4/5 from me. Both, Spy Bot and Soosiz have their good and bad sides, so I can't pick which is better, especially as they are quite different games. Castle of Magic were killed by the controls and the level design were somewhat "meh". I didn't like either of the Rolandos either. ----------- And few bugs if the devs like bug hunting. - World 7, Blue Coins II. When player touches a platform, it will disappear after a while. Bug: If player lands on a platform and then zooms out, the platform will disappear when the camera is zoomed out sending the player to inevitable death. - World 7, Level 7. Bug: After pressing correct button, the other 2 buttons still remains active. If player then presses a wrong button, he will be teleported back to the beginning even though he pressed the correct one first. - I don't remember the world or level where this happened, but it had a big round planetoid which had 1 or 2 of those spike carrying enemies, I thing they also had spike helms, but not sure about that. This planetoid had a button, and when it is pressed the camera moves to show what happened. Bug: The enemies start to move before player regains control. If player presses the button when the enemy is close enough, the player has no way dodging the enemy. - Bug: After falling down or if the player is otherwise send to other location, player regains control of his character before the camera has moved back. This is an issue especially on some of the Blue Coin levels because the character is controlled with accelerometer, and if the player is teleported to edge of a platform (player might be tilting the device to that direction), he might fall down before he sees whats happening. - Bug: Invincibility (after being hit by something) isn't really invincibility. The character can be damaged by some enemies/obstacles even when invincible. At least most metallic things (like spikes, hammers) can damage player even when invincible. - World 7, Level 6. Minor bug: After player presses a button and is teleported, the direction of gravity remains what it were before the teleport until player hits the ground. Not a major issue, but in some cases, instead of the player falling directly down after a teleport, he falls in an angle to either side. Looks wrong, that's all. And couple suggestions: - Save the highest amount of coins player picked up in each level. Also show how many coins there are in a level. For example: "Coins picked up: 48 / 53" - For Blue Coin levels, save the player's best time (all coins must be picked up). - Change the invincibility (after being hit by something) animation. Instead of the character switching between visible and invisible, change it to switch between visible and faded away. This isn't a major issue, but in World 7 Level 6 (The Four Swordmen), the camera is zoomed out (so everything is small), the gravity is majorly confusing (especially on the screen immediately to the right from the beginning), add enemies to the mess and the player's character being invisible for those short durations is enough to cause "what the heck is happening?" and "where am I?" -moments, and deaths due to them (the number of times I were hit by something or fell down in that room is embarassing). ------------- tl,dr: Buy Soosiz.
LOVE this game! I've already spent sooo many hours getting all gold medals. I need help though. On world 4 level 6, where is the secret so I can get the fourth little friend guy? I've played it a ton of times and just can't seem to locate it. Thanks!
Zoom out every so often and look around for the secret. It's generally not too far from being visible