hitboxes are a bit strange but maybe this is just part of the game design, but why there is no autofire? it gets really annoying to tap and tap on the button.
autofire with the disc gun would be suicidal. and some of the slower reloading guns rely on timing to fire. the machine gun and minigun automatically fire if you hold the button down. I think this is the best implementation they can use.
This is proper fantastic fun on the iCade - I was also shocked to discover it controls just fine without it! Great job.
+1! It's fantastic on the iCade. Just got 150+ crates and it still is a lot of fun. I am not too much interested in the other maps and modes so far.
And things like the dual pistol wouldn't really be fair if it had an autofire. It happened to me again. This time I was nearing 200 crates and the game just ended automatically for me. I was at the bottom right of the map completely safe (the only enemy just fell from the spawner) and then game just ended. Super weak. And oddly enough after that, when I tapped to start the next round of the game there were no crates on the screen at all for me to collect. So I just ran around with the pistol for a bit and played survival.
That would change the core game mechanic too much. Would love to see a "Hail Mary" weapon (maybe a Nuke) that clears the enitre screen, maybe make it one-shot only, or have a long re-charge. That could shake things up quite a bit. Or a "heat seeking" weapon that seeks out the red enemies?
To anyone else who really was struggling with this one, it really does become a lot easier when you realize that all enemies respawn as red angry guys at the tip if you dont kill them and they enter the pit. So basically your job is to keep the Lvl clear first pick up crates second..the game never gets any harder or faster, so crate 30 is the same as crate one ...to get really high scores I assume you just need to e someone who is robotic with impeccable hand eye coordination, the games brutal difficulty comes from demanding perfection, can't be one pixel of millisecond off in a jump, collision avoidance, or weapon firing.. To me the controls themselves are how the devs decided to implement the difficulty curve, they are loose and imprecise, they pretty much demand your full attention at all times. Still a great game tho, as much as I "hate" it, I find myself playing incessantly..
Well said. I tried to hint at that, and once like you, I figured it out the game "opened up" to me. I average around 30 now every game, and usually die because I get impatient, not because I get overwhelmed or the game suddenly gets harder. Super Crate Box really is incredibly well designed and balanced, I hope more people come to realize and appreciate that as I have.
As mentioned, well said. Brutal game for sure, I've no real problem getting above 50, just trying to crack past my score in the 130's is tough haha.
If you're the type of gamer that finds joy in games that have time trials that allow you to best your own time, or that of others, SCB has the exact same obsessive-compulsive draw. This type of gameplay is naturally not going to be everyone's cup of tea, but it really comes down to how well you stick to the mechanics of the game and not get lazy or overzealous in your quest for crates. My best bit of advice: don't look at the crate counter.
I don't know how people are complaing about the hit boxes. They are perfectly fine. The only problem in the game is collision with ledges are funky at times, but It only happens about once for every two hours of play. The controllers are also perfect. You guys need to spend less time on the forums and more time playing the game.
The only thing I want is the removal of the auto jump. In a game of precision like this I don't like that my character will continue to jump forever as long as the jump button is pressed. If I make a long jump and don't get my finger off the jump button completely I end up jumping again as soon as I make contact with the the ground. The vast majority of my deaths are from me accidentally jumping up into enemies because of it Otherwise I think they are as spot on as virtual controls can be