So I've played. This game hits it out of the park! I love the graphics style. The gameplay is really great. I decided I go with the space grunt class to start with. Screw luck. Let them eat lead lol. I left a nice review on the AppStore. Between this and Tomb of the Maskless I'm havin some fun today. Billy
+1 on portrait mode. Also, given that this is turn based, any chance we could get a "save anywhere"/"restore" thing going on? I'm not talking about multiple saves or anything like that, but exiting the game and getting a message that the progress on the current level will be lost is sub-optimal, given it's a mobile game. Is that feasible? I don't dislike the controls as they currently are, though I do need to ask if you have given any thought into adding - not the swipe control method, as was being discussed earlier - but a tap-to-interact control method. How does with work on the PC with the mouse? Best, and congrats on the launch
it does save your progress, just not on the level you are IN when you quit.. so best is to quit when you just completed a level.. probably not the best way to make that clear For those asking about a portrait mode, not sure how you guys have that in mind ? I'm guessing only iPad/Tablet users are asking, cause on smaller devices I'm not sure it's even playable that way.
Well, to be honest, it is quite clear - I guess I was just hoping that we would have more granular saves - say, even on opening doors. What counts as a level, though? Does opening a door start a new level? I assume not. The thing is, sadly, most of my gaming time on mobile is being squeezed - a minute or two here, maybe a couple of mins there - hence the request. It's not a deal breaker, though - after all, I would have bought it the same As for portrait mode, I am actually a phone user. I was really thinking of a way to play it single handedly - picture the DPad in the middle, and I suppose the remaining buttons one one of the sides (or maybe both, I guess you can move them), so that you could reach all with one thumb. Now that I tried to move the controls around, I think there's a slight niggle with the tap detection in the button remapping screen. It seems to detect a tap on the button radius for the button that has the highest Z-Order (well, the one that's more "to the front"). That's especially noticeable if some buttons are too close to one another - if you try to move the 4 buttons to one of the sides of the dpad, as I was trying to mock up the control scheme, you'll have a hard time moving the inventory after that, as it seems to be one that's "further away". I expected that the tap detection would be: - if the user is tapping the area of an actual button, then select that button (and maybe move it to top, for subsequent taps) - if the user is not tapping the actual area of a button in the UI, then see what "tap radius" is the user tapping, and activate that. - if it covers two different radiuses, who knows, do what you currently do - i.e. select the one that's more "to the front" I see this actually only happens on the button remapping screen, though, but it's worth calling out. The control scheme mockup is attached, try to imagine it in portrait, so that it's actually centered, and the player is centered on the portrait screen as well (so, higher up), and one playing with just the right thumb.
After playing more and more... Controls are pretty decent after repositioning them. I'm really liking the game! The only thing that really bugs me is the lack of "anything happening" after you die and want to restart -- I feel like something should happen when you restart even if it's as simple as like exploding the death screen into a new game. I just fee like something is missing with the transition from dying to the title screen. Also is there any sort of leaderboard or "best game" type notifications?
So... the TA link isn't working in the US store, but Pascal's link on his website does: https://itunes.apple.com/app/space-grunts/id1018002876 I'm actually sorry I bought it now while it was on sale, but couldn't hold myself back. I'll have to grab a steam key to make up for it, even though I don't use steam much anymore... (I'm blaming you, Apple TV!) I tried looking up his games on the IOS app store and every single one of them said "Open" instead of buy I'm terrible at these games (not great at twitchy arcade games) but for years every single one of his titles oozes with such great attention to detail, beautiful pixel art, and awesome humor. Every single one is worth way more than the couple of bucks he charges. Really looking forward to playing this, thanks for another great game Pascal!
Only one game and I can promise I will play it a lot ! Just fantastic ! Controls didn't annoy me a lot and when you understand in 2 minutes the plot of the game, it's only fun, fun and fun !
Has it got any kind of ending? (aside from being killed sooner or later... ). I don't want to know the ending, I just want to know if this is an endless roguelike or if it has some kind of ending(s) which make it fully replayable and finishable over and over.
yes it has .. "just" 16 levels - but I haven't managed to do a full 100% run myself yet think level 12 is my current best
Just downloaded! In eastern US I had to access the game on the App Store through the link here on toucharcade. It didn't come up even on the developer app list until I followed the link here.
Ahhhh... Great, sold. This one will go along my other impossible games' folder (Downwell, I'm looking at you! ). Downloading now.