Congratulations, well-deserved! What kind of response/sales were you expecting? I think besides the finely tuned arcade action, it's the building aspect that really elevates this game. I haven't seen a ship-building mechanic with this kind of depth and freedom on IOS before, only in some PC indies. The wide range of weaponry and module types offers the player so many build possibilities and tactics. And while this Anarkist could have easily been a freemium game, the fact that it's premium and just throws money and parts at the player for playing well is just icing on the cake. Can't wait to see what features and content you add in the future.
When we set out making this game, it was one of those "let's just do it for us" kind of projects. Commercial success certainly wasn't the goal. At launch, our expectations were that it was too niche for any sort of mainstream success. And while that may still pan out to be true, the success it's had so far is going a long way towards shaping the kind of games we'll make in the future! We hate the idea of shoving money in player's faces as a necessary part of playing a game. As many people have pointed out on TA, it's a much nicer experience to pay up front and then be allowed to just enjoy the game.
Congrats on that achievement! This really is a remarkably fun game. And now it's time for TA to show some more love for the game. If you think it's worthy of being the forum game of the week, go nominate it and then vote in the coming days. http://forums.toucharcade.com/showthread.php?t=212393
All right guys you've twisted my arm. Was thinking of getting sonic 2 but am going with this instead.
Congrats on the success! Just stay true to yourselves and your fans and don't turn into some other developers that become greedy and money hungry and screw their fans in the process. Of course, money is important but your reputation will go a long way.
Yep, after this title I know I will be looking out for the next game you guys make... There a lot of love poured into this game and a very clear vision of what you intended it to be which stands out! Congrats and keep that design ethic!
We'll be posting some new promo codes in exactly 30 minutes over in the promo codes part of the forum. Just giving you some heads up so you can beat the lurkers!
Great game, had some fun last night, but the joystick radius is just too big on the big ipads, seem to fight the stick to move. If you would make a smaller radius option for the big ipads, would appreciate it.
I’ve had a few hours with Starborn Anarkist now, and so far I have to say I’m really impressed. I’m not usually one for space shooters, besides Inferno+, I can’t remember the last one I played… but I’m really glad I didn’t miss out on this one. There seems to be a lot of unlockables to keep things varied, and the ship design is really good – I’m just rubbish at it. That the control is easier or harder based on design and engines is brilliant, and this is going firmly into my favourite’s folder, a really fun and enjoyable game.
There's plenty to like about Anarkist, but I agree with Connector's comments about "fighting the controls". Even the initial unmodified craft is awkward to steer with sufficient precision to avoid lazers or collect parts. Changing direction is a slow and inaccurate endeavor and I find myself concentrating on the controls, rather than the gameplay. If the controls were tweaked to be more responsive, this game would remind me of my all-time favorite dual-stick shooter - 'Space Miner', which also allowed individual ship components to be upgraded. In Space Miner your craft would also slide when changing direction; yet the player could still navigate with accuracy. Perhaps I'll adjust to the controls - and Anarkist seems worth persevering with.
This game is a kind of Jetpack Joyride in a space-shooting environment. 1) Your objective is to kill as many enemies (and bosses) as possible. 2) Once you're dead, you get some achievements based on your game. Each achievement is worth some rewards in the form of blueprints/money. 3) You improve your ship with plate, guns, engine, ... Rinse and repeat. As a side note: I've got some slow-down on my ipod touch 4 which makes it a little hard to play the game.
So youre saying you start off fresh with a new ship to build each game? Or does youre ship design get saved?
You unlock blueprints from doing achievements. Blueprints are 7x7 grids with fixed spaces which you fill in with parts you find or buy. Each blueprint you configure is saved so you can switch out designs whenever you're in your garage. Everything you collect is permanent. Way more fun things here than in jetpack joyride's one-button affair. Although both games have you seeking out a distant end (their biggest comparison), the build up is far more complex and entertaining than keeping yourself afloat with a finger hold. You can change suits in JJ but it's nothing like changing entire layouts in SA. For crying out loud, it's a dual-stick shooter! It's almost like saying star craft 2 is temple run in some space fantasy universe. Do well, get upgrades, get the best score. Rinse, repeat.
As a long time StarControl and more recently SPAZ (Space Pirates and Zombies) fan this game is right up my alley. Perfect mobile game to boot, complex enough to play for a long time, but simple enough to play for short sessions. I just wish there wasn't the siliness with locking one of the ship schematics behind a Facebook login. As someone who does not use Facebook this really bothers me.
Not sure how I got it but try getting your health really red and then pick up coins to heal up @walmart, Idon't want to miss out on things lol and Pocket Avenger's pretty challenging. Plus the tournament is crazy hard with the two guys above me around. Only bad thing about their design is the damn timer considering the difficulty.