In talks with the dev via email regarding ship roll. The engine supports roll, they just haven't decided which would be the best implementation. I have some ideas of my own. One of them, shorthand explanations: Right thumb, is on the open screen area to the immediate left of the attack icon. That empty screen real estate, can be the roll control area. But keep invisible to not clutter screen. Most likely there are better ideas and that's why I'm bringing the discussion here to the thread. Dev said if it can get implemented right, it will be added. Also, there can potentially be an option for auto roll so casual players whom don't want to tinker with deeper mechanics can enjoy the function as well. But us seasoned heads want manual roll. So any ideas? Share, dev is most likely reading.
So true......i just dont feel comftable myself to dive in and buy even though i could easily buy it. Wish i didnt feel like that but i just dont have that confidence in them anymore, and i hate saying that. Im going to wait for a LOT of impressions before i even consider buying this, hope it turns out to be great and get them back on a run of awesome game releases.
You do realize that Crescent Moon is the publisher, not the developer, right? The developer who did Exiles, for instance, is completely separate from the one who did this game.
odi0n , the thing with Stellar Wanderer is that the AI is designed to go across the screen a lot in all directions. If we were to design something like Elite Dangerous for example where the main controls were Roll/pitch then the AI would behave differently. But that control scheme is very hard for most players, not to mention mobile players who don't have the ability to roll/pitch their way while playing on the bus. We have support for roll in the game, and we might add it in the future if we figure out an elegant way to do it, however it would not add much more in terms of gameplay for the vast majority of players. Some encounters are hard enough with yaw/pitch without worrying about roll. What rolling will do in this game is keep you flying straight while somebody is kicking your ass. Also, about the flight model , it's fully physically simulated. You can feel the inertia while turning until the direction vector realigns with your ship. This is why sometimes you have trouble dodging enemy fire, because lasers are fast, and your ship's inertia is greater than their speed Have a safe flight
Controls are incredible good, graphics are astounding and I'm having a great time playing this game. Few crashes when I was using portals earlier in the game but nothing too serious since the autosave works great. 5* and game of the week for me
Yeah, can't say yet how I feel about this game (although I frequently disagree with Harry Slater's reviews). But just saying not to judge a game based on the publisher, but more on the developer. I actually really enjoyed this dev's first game, Strike Wing, which wasn't as deep or ambitious as this one. But it was enough to make me want this one. Hoping to get more time to play tonight to see how it turned out.
they just got the code for the game last night, so I'm not sure they spent much time with the game, judging from how short the review is...
Harry Slater has frequently done reviews where it's painfully obvious that he didn't play a game long with omissions and inaccuracies. Not sure about this one, but would not surprise me at all if he didn't play it long.
this is a different developer from Exiles, its Dreambuilder Studios. Exiles was developed by the programmer from Ravensword and Aralon.
Not to sound too hateful, but do you only purchase your games based off the opinions of others...? If you like the premise of the game, have respect for a dev that's still putting out product, and have 5 bucks to spare....then you can form your own "review"
Oh, so you have to tap the mission objective, in the AIMING RETICLE, when you are physically looking at it. Got it. SUPER unintuitive. Also: Very frustrated with how easy it is to fail missions by mistake. How was I supposed to know that docking at Dysons was going to terminate the mission? The dude said go to this place, do this thing, and come back - come back to MEMPHIS. So why should docking at Dysons terminate the mission? I miss out on the gold from the side mining missions. Cut the umbilical, dev! Let us explore! Let us know what will end the mission and where!
Same here. I got burned by Exiles, so I approach all CM titles with caution, and generally steer clear of them.
to be fair, I do buy games based on reviews lots of times. Its a bit unclear how much time they actually spent with Stellar Wanderer but if you look at all of the other reviews published so far its mostly getting around 8/10 - 8.5/10 http://www.iplayapps.de/stellar-wanderer-space-rpg-fuer-ios-im-test-27040/ http://www.kickmygeek.com/test-jeu/iphone-ipad/stellar-wanderer http://www.appgefahren.de/stellar-wanderer-hervorragendes-weltraum-abenteuer-fuer-ios-im-test-163097.html
I know you guys felt a bit burned by Exiles but I think we need to move on. Its been almost 2 years now. I'm still releasing lots of good games - Shadow Blade, MicRogue, Operation Dracula, Starseed, all got great reviews.