Yeah. Don't know if it's been revealed yet or not. So I'll do my first-ever stealth white text post: The secret level is all the Ruins sections from Eruption in a randomly-generated endless mode. Awesome.
I haven't seen a definitive answer for this. It either requires all achievements, or all gold medals, or beating all developer scores. Personally I unlocked it after I beat 8000 on Eruption mode, but my previous score was only ~5200 (below the developer score) so I can't tell you which one triggered it. It did take a little bit to unlock, it wasn't immediate. When it shows up you'll see it to the right of Unknown Fate (you can scroll past Unknown Fate to get to it). Yes. I have the #3 global score on the secret level right now and I haven't been able to beat 8000 yet (hovering around 7300).
Fieldrunners gives you the option of using both, and switching was a no-brainer for me. I probably wouldn't care about gamecenter in SQH, but every time OF tries to log an achievement or a high score the game freezes for a few seconds. GC seems a lot more fluid (but mind you, I haven't tried it on other games, I'm sure it could be poorly implemented). I have to disagree with that one. I love the balance in this game - there's just enough easy levels for casual speed runs, but if you apply yourself you can nail the later levels too. The difficulty of SQH feels about right to me, and the only level that I really struggled with was zigzag. The rest took maybe 10 tries apiece. ps - I finally found those damned gnomes that everybody was talking about. surprisingly easy to find when you know which levels they're in.
guys, look at leaderbords, how many people finished easy and medium levels and how many nightmare levels. and you are more or less hardcore gamers, therefore u are here at TA, so your opinion is clear and expectable. well, for me all levels are easy too, but that was not the point.
Yea but you can't neglect the serious gamers either. As it is now, SQH strikes a good balance between easy and harder difficulty modes.
1. It was submitted this morning. Gnomey unlockable now, Duck crash fix (and you can take his hat off now after you buy him one), achievement checks for the bronze/silver/gold achievements that have been giving people trouble, and an ACHIEVEMENT REFRESH function that will try to re-unlock achievements that the player has earned but OF doesn't know of. 2. Get all achievements in the game, which includes beating the developer score of every level before the secret level. Eev's point is that you probably should neglect the serious/hardcore gamers. He's right, though, there's really no specific business incentive to catering to any audience on the iPhone but the massive casual audience. The update hook champ and SQH levels don't fit into that plan at all, but we did it anyway. In future games, what we'll probably do is have the main storyline of a game go from easy difficulty until it ends at "slightly difficult" difficulty. Then after the ending of the game, it will unlock an endless mode. This endless mode is what we will consider "pro difficulty", though the first minute or so of the endless mode will be enjoyable to anyone that was able to unlock it. That way, everyone will be able to taste all content, the "story mode" will be great practice for "endless mode", and the really skilled players can compete when the endless mode difficulty ramps up after the first minute.
I don't have the exact numbers, but I know it's way more than that. What the chart really shows is that a surprising amount of people don't log into OpenFeint at all.
Best idea in Rocketcat history. Pro difficulty levels following the story mechanic of the game would be nice, along with post-end stories. Thoughts?
I take it you haven't played Avalanche in a while? lmao Every time I play Avalanche mode now I break 10-15k easy. It's like a joke after honing my skills on Eruption mode/Dwarven door.
I think it's maybe the ups and downs on Avalanche screw with me. Did anyone else notice Gnomey on the Eruption global scores?