Woot! Just beat the vampire wisp boss on Savage Also... now I REALLY need a way to dispatch the fish triads -_- Edit: I get it... but that's insane. I have no idea how melee classes are supposed to do that without dying.
One of the things we'd really like to do is an endless mode based on the final boss fight mechanic; though I can't promise anything. I think it'd be awesome though.
Finished the game on Savage! Archer with Bow of Dancing Flames + Vest of the Mongoose God (chest drop) + Cone of Flames + Scroll of Pottery. That Mongoose God armor is amazing, saved me so many times. And in the end I barely got to the chest, would have sucked if I died one step from victory
[thread=262723][/thread] [thread=262612][/thread] [thread=262789][/thread] [thread=259458][/thread] [thread=262755][/thread] [thread=262657][/thread][thread=262645][/thread][thread=262617][/thread] Sproggiwood is one of the nominees for Touch Arcade Forums' Game Of The Week May 28th, 2015 VOTE HERE ***PLEASE NOTE*** 1) Developers, publishing partners, or affiliates cannot vote for their own games. If your game is in the poll, you can't vote for it. You are free to ask TA forum posters in your game release thread to vote for your game... but please don't post multiple messages about it. 2) This voting is for TA members with some activity. If you have to ask someone to create a new account to vote, you're doing it wrong. 3) Suspect votes may be void. Credit to AndyC83 for GotW logo
Alright; finally back into the development groove and making earnest progress on the first technical patch!
That looks fantastic. I'm not left handed myself, but some positions I play in on my iPad make me wish for the option.
Smaller than small? Seems like at that point swipe is probably more controllable. Think it'd really be helpful?
Does anyone know if this runs on an iPhone 4S? I know it says iphone 5+ but unfortunately I'm stuck with my 4S and ipad Mini2 and would love it to run on both. Thanks in advance!
Smaller than small would indeed be invisible, but tapping is easier than swiping. What about placing an invisible d-pad over our character, so tapping him waits a turn, and tapping on the edges of him moves him to that position.
It will run solidly on the Mini2, but it will crash after several dungeon runs on the 4s. The performance will be fine, but the current public build just barely breaches the memory usage that iOS is happy with on 512mb devices. I'm working on getting that final little bit of use out of the system so that 512mb devices work, but the current build won't quite.
Thanks for the prompt response! I'll probably end up picking it up one way or another, so if ever you need it tested on the 4S in the future, just let me know and I can provide feedback.
Alright, got me some goodies so I can start working on complete keyboard & controller support tonight. e: So Mfi works pretty well out of the box. Just going to need new defaults on iOS, and new images to match the MFi color scheme.
This is why you got my vote in the Game of the Week thread, great support and interaction with the community. I love this game and it has a spot on my iOS devices for a long long time, you have a fan here, Thank You.
Oh man! I am so sad the game was over so quick! That's a compliment! I just finished my first play through, and plan to play through again using different heroes. Are there any more sequels planned? this game is just great!
If you're finding it quick going, make sure you play on Savage, it changes all the monster behavior, it doesn't just bump everything's HP/damage. It was also built to be played through with every class. They all have a very different play-style, and they're intentionally not evenly difficult. It's (relatively) easy to get a full clear with Archer, less so with Warrior or Vampire! The current focus of our studio is twofold: important technical and accessibility patches for Sproggiwood (lefty/righty swapping, mobile controller, mobile keyboard, cloud saves, etc) and getting our earlier (much more traditional) roguelike, Caves of Qud, onto Steam in early access in the next few weeks. After those tasks are done we've got some great ideas for additional content for Sproggiwood, if there's demand and it continues to perform well on mobile, including an endless-play mode based on the final boss mechanic. We're a tiny 2-3 person studio (the core studio is 2 people, and we partnered with Jaana Heiska on Sproggiwood for the art), and we all have full time non-game day jobs. The games happen at night after family and "real" work, so it's very challenging to balance all the stuff we both need and want to do with the games.