Update looks great at first impression. Two things I'd like to see improved: 1) The Facebook/Twitter "share" screen popup: By default, these two should be off. Also, in the current setup I miss a clearly labeled button "disable this popup permanently". 2) Credits: They come in a rather slow trickle. While I perfectly understand that you need a living, at least I feel more compelled to spend a serious amount of money (can easily be 25-50) on high quality game, when the Consumables IAP is not so bluntly advertised as in the large discrepancy between credits earned and ship prices. It will take me maybe 10 missions to get enough credits to buy the cheapest ship. And prices from there rise rapidly. So I only expect a longer pointless grind, which for me is a minus. If I could earn credits at a slightly slower rate than I need them to acquire newly unlocked ships, I'd be very willing to buy an "all ships you can get" expansion for the above mentioned price range. 3) Also Credits, and Achievements: You can alleviate the above Credit imbalance by giving them out for Achievements. Reward range for Achievements should be on the same level as the first mission where you can get it. E.g. when mission 3 is the first where you can get a "Win in under 2 Minutes" Achievement, and rewards 100c, the Achievement should give the same. When I got my first two (from the first Bomber mission), I felt reasonably proud because I didn't expect to do so well. And I frankly was disappointed when these Achievements did not give an extra reward. I felt like I had achieved extra campaign goals, similar to the mission goals like "win with the basic Bomber". And those give out a reward, too: unlocking new ships.
Yea, it's been a sneaky launch, however there are more things to come in this update via the expansion system. The new achievements and leaderboards should be a very good hint @Nullzone That's the idea with the goal system: to balance the cash and experience rewards if you accomplish a certain set of challenges. As you progress in the goal system you'll get bonuses for achievements and other things. Achievements are rewarded retroactively so you won't lose any bonuses once you get there. We'll do some tweaking of the system for the next version.
@Vaipa: You should mention the goal system more prominently, maybe even give a list of all goals. Now that these come rolling in, the game really picks up a good pace, and I partially retract my earlier complaints. Dropped some bucks to support you guys Some more feedback: 1) UI: The "next mission" popups at the top center of the screen: I expected that when I tap one, it takes me directly to the mission. Oh, and the popups could be bigger, and with larger text. 2) UI: When a ship on the mission screen is available for purchase, I want to do this right there; not having to go all the way back to the store. Add a "buy" button. 3) UI: Ship "details" view: The description text there scrolls way too slow for me. One, I should be able to speed it up by tapping it. Two, sliding left/right on the text should rewind/fast forward. Three, add a view where I can see the whole text at once. Maybe in a floating window that I can open/close with a button. 4) UI, Store: At least the ship bundles, but ideally everything should state right on the list that you can get them both with ingame credits and for money/IAP. I only found this out after buying the big credit pack. Had I known this before, I would just have bought both ship bundles. 5) Data: I really miss data sheets on the ship equipment (e.g. how much damage does a HG Laser do), explanations (what's the difference between a torpedo and a HG missile?) . E.g. presented in a list that is sorted to show increasing equipment strength. Also, tapping on an entry in the ship detail view could bring up a floating window with details on the equipment. 6) Data: Without explanations, the numbers presented mean nothing. Is 11 Power bad, average, good? What does it do exactly? Why does the Blackwing have a longer weapon bar than the Rhino, but a lower damage score? Etc...
Thanks a lot for the feedback. We know that the version is not perfect, but we'll improve it with time. Right now we're under somewhat of a race to build the required functionality into the game, so naturally things fall between the cracks. So, let's get tot he points 1) We've designed the whole interface to be visible on the lowest device possible, that being iphone 3GS. That's why some interface proportions are a bit off. When iOS 7 will become the de-facto standard we'll most likely make some adjustments. The functionality you're expecting is something we'll do in the future and it's only logical 2) That's a good idea. We've tried to make it as easy as possible by throwing the player directly into the item page from the store. 3) Text can be made faster , however we've experimented with various ways of displaying info, and sadly the ticker won by a mile. The problem is that we have too much info to display, and the game turns in to a spreadsheet. 4) That's an interesting point of view. We've tried to remove the real money displays because that tended to put people off. And since 90% of the items in the game can be bought just by playing the game, seeing prices in euros or $ really annoyed folks. You can still see the cash prices within the item description page. It's a delicate issue. 5) The ship description page is only the first iteration. We'll have specific info per item once the full ship customization system gets put into the game. Right now you can see basic info however the target is to tweak the ship as much as you can. Now you can see the elements. 6) Right now we only display the main weapon damage values. Secondary weapons (rockets/missiles/torpedoes) are not added in the DPS stats because each one is different, they can miss easier, some have limited ammo, and the likes. Hence the differences. Again, it's a system in development. The bars in the ship description display a more accurate damage stat, not just DPS. It calculates damage based on energy reserves ,weapons and ammo. DPS is just damage potential per second. Again, once all the systems are going to be in place there will be unity
Thanks a lot for the fast response, Vaipa; much appreciated. And for the explanations, things make more sense now. Re: 3) Text ticker: How about (double)tapping the text to open a floatwindow with the full description? Or, more obvious: make the ticker a bit less wide on the right, and add the button there. Re: 5) What see my old eyes? Full ship customisation? Now that sounds great, really looking forward to that. You should mention things like that prominently, e.g. in the Appstore description. Out of curiosity: You folks use one of the Agile development methodologies, by chance? The way the updates come in, and how you write about the planned features, looks a lot like "this sprint we do this, that goes further down the backlog, etc." And gameplay question: Got a hint for me how to get 1000+ points in Resource Hog? I have one thing left to try (kill escorts, ignore the Corvette), but with the point deductions for losing wingmen my estimate says I cannot do it before they blow it up.
One more thing: I just had a few crashes, and wanted to send you the reports. But I couldn't find an email address. Mind providing me one? For things like this, you should have a big "Support / Contact Us" button on the main menu. Giving that information goes a long way for customer feedback/interaction. Said button could open another screen, with email address, link to homepage, blog and forum, etc.
We're a very small team. What we're basically doing is not agile .. it's a combination of waterfall,agile and winging it, since there is no need for pointless management when you have less than a handful of developers. Everyone knows his field very well and is autonomous. 3) As I said earlier, that screen is not the final version. It'll evolve a lot in time 5) That's the idea, however we'd rather not promise things until we can actually deliver. Too many developers promise things then run away with the customer's money. We don't want to look like that. As for the level.. If you pay attention in the 2nd tutorial at some point it shows you where are the vulnerable spots on the corvette. When you destroy those you do a lot of damage. Also, the mission score depends on the time in which you kill the corvette. So a faster kill gives you more points. Ideally you should balance between taking out the enemy fighters, protecting your own bombers and damaging the corvette. Leaving the bombers to do the mission by themselves will finish it, however you get points mostly for your actions.
Was easier than I thought Turned Hardcore mode on. Pretty much ignored the Corvette, and blasted every fighter I saw. Ended up with a few points over 2000, and was quite a walk in the park. And I just found out that you can switch targets by tapping them. As there is no button for it, I just tried when I got frustrated with the lock being on the Corvette. Should be in the tutorial (if it is, I missed it). Not to be a nuisance, but mind giving me an email address which I can send the crashlogs to? Also, found another bug: IAP items in the store show with price of "0.00" , I believe when I have my Wifi off. Never seen that before, thought I'd mention it.
Yea, the cash prices are taken straight from the AppStore, and if there's no connection to the store, we can't know the prices. It's a normal thing. We've updated a bit the news ticker in the game. If you tap on the scrolling news bar in the main menu it will take you to the support page. We are not allowed to link things over TA forum posts, but you can find out about our e-mail there Thanks a lot for taking your time to write feedback. It helps a lot.
Always welcome For games I enjoy and/or where I see more potential I always try to give feedback. And most of the time I enjoy that as well (writing detailed bug reports not so much, I do that enough in my job). IAP prices: Hhmm, so other games hardcode those, I guess? Definitely the first time I see this happen. No links on TA: Huh? Since when? You have a link to Strikewing.net in your signature. And I have seen other devs link to their homepages, too. Strikewing.net homepage: placing the links to Crescent and Dreambuilder at the bottom is ...unusual. I was there before, looking for one of the usual suspects: you know, a "contact us" or "Support" button. Like you have on the Dreambuilder page.
My cockpit view still doesnt seem to work. I downloaded the free cockpit view, and set the cockpit on in the settings, but it is not showing the cockpit. Am I doing something wrong?
Yea, I know. Signature links are allowed (to some extent). As for how other games do them, I guess they save them as they fetch them. However that may open the door to some bugs, like clicking on a button that says 1 Euro and Getting charged 2 because somebody just changed the prices on iTunes. Plus, you cannot really buy anything without a working internet connection anyways. We'll work on the pages, to make them.. more normal
Ah ha! Didn't realize I had to set both cockpit and first person on! Woah, first person is cool, and cockpit too! Way to go!
Yea well we've made it so you can play with and without cockpit. Some people may not like it on But first person was in the game from day 1
Anyway to make the left vstick floating or moveable? Think I would prefer it more to thr left and lower on the ipad. A floating stick option would be great.