Since I discovered that you can move the controls I'll be giving it another shot. My main issue with this sort of control scheme in a turn based game isn't the actual buttons, but having your thumbs positioned at the bottom of the screen. Obviously being able to move the controls to somewhere that feels more natural for me means that this doesn't really apply anymore, and I'll give it another try.
bought it!!! Great game. but i had to download on desktop iTunes (a pain in the ass to find also here) 'cause it's unavailable on the device app store.
I wasn't seeing it in the italian store, but I did it clicking a link. Germany: https://itunes.apple.com/de/app/space-grunts/id1018002876?mt=8 UK: https://itunes.apple.com/gb/app/space-grunts/id1018002876?mt=8 Try to click it on your phone.
yeah something weird happening :/ couldn't access it directly in the Dutch i-Tunes, but following this link works: https://itunes.apple.com/app/space-grunts/id1018002876 hope that doesn't impact the release !
For me no prob with the d-pad. The only think i would like in order to make it more comfortable on the iPad is just to make them smaller or have the option to scale them. It is a little bit on the ''large side'' on an iPad and sometimes i ''lose'' the buttons with my fingers. Otherwise, at least for me, the best title you have release till now (and i am a big fan of every of your games)!!!
Yeah this is a great option. I just put it on the right hand side right away. Cool option to have right off the bat. Of course I love the Steam version controls best. Via mouse and keyboard as well as the controller option. But for this being a cute miniaturized version, it's pretty darn impressive imo.
I've always loved your games. I started out on Android devices and I had your entire library. When I came over to the iPhone I got them all again. I don't know exactly what it is but your games have always clicked with me. Especially heroes of loot. I put in over 40 hours into that game and still going. Anyways, space grunts here I come! Billy
You're basically the reason I'm doing a launch discount oh and Heroes of Loot 2 is coming, in case you missed that (www.heroesofloot.com)!
based on feedback from this forum and my own forum/inbox, the first update already contains : - small loading-progress screen at launch (just so you know it didn't lock up on slower devices) - fixed "up"-button looking squeezed - made the "up"-button hit-box area smaller - fixed "option"-button rendering on map screen - added dpad resizing: will be in current size, and a 70% size (smaller, better for tablets) will push a new update later this week, so should arrive next week
I absolutely looove the presentation and gameplay of Pascal's games. But I miss some more meat. He's so fast releasing his games. I'd love to see him spending a little more time with one concept to put a little more depth in. Especially this one, I'm afraid it will feel like some wasted potential. But I first have to try, of course A fantastic, not too shallow roguelike in Orange Pixel style, that would be huge for me.
This has been cooking for way longer than usual. In fact, it started as a sequel to Heroes of Loot and then ended up on PC first, beta-tested to hell and back and it's here now. This is easily OrangePascale's (I love saying that) best work.