Ok so Friday is out... I'm gonna go ahead and say it will release on Monday but if not then it will be released on Tuesday. However, if it is not released on Tuesday it will probably be released on Wednesday. BUT, if it is not released on Wednesday I can easily see it being released on Thursday. In the event that it is not released by Thursday I think it is safe to say it will be released on Friday. I might add that if it is not released this week, it may very easily be released NEXT week......................
I think whenever Apple approves this Kepa will release it. He wouldn't torture us longer than necessary.
sarcastic comment was sarcastic lol. This game wont face any of the problems that many other games face because it is developed by a company that CARES ABOUT ITS CUSTOMERS!!! We're not dealing with EA here LOL remember that.
Nope, too complex. I really, really, really want to do this in a future game, though. Instead of adding anything to avalanche mode, we're going to make an all new endless-random mode in a future update. So there will be Avalanche Mode, then the upcoming second endless mode.
aww come on Kepa, i'll even buy it as an In App Purchase. and even better, reviews will be off the charts with an already amazing game like this use really easy level editors like the PSP game Megaman Powered Up, which uses a block system so placement of things will not be hard; tap on a block, choose tile or object or enemy to place. Consider it, pleaasee Maybe i hoped too much. Keep being awesome, Kepa!
I'm pretty sure that SQH wasn't designed for a level editor, so they would have to completely redesign the level structure to allow that feature. ...I think.
A level editor/sharer is more of a servers issue. We don't have any sort of servers to handle people sharing levels with each other. If we were going to make a game with a level editor/level sharing for the iPhone, we'd have to sink cash into that feature, and probably make it the main selling point of the game.
You could make the level editor more simple than the gameplay with less features and add-ons. Also i never really played hook champ much. How does this compare content wise? I'm sorry if this has already been answered but i feel to lazy to search through the thread.
Making a simple editor, with diminished features, has been suggested before. Both in this thread and previously, as a work-around for the complexity issue. I consider that a cop-out, though. I'd want to make a full featured, developer-strength level editor that players could make stuff with, or not bother. Hook Champ had 24 levels on release. Super QuickHook has 18 levels on release. However, SQH includes the endlessly replayable Avalanche Mode (With 60+ different sections), which really tips the scales in SQH's favor. Also, SQH levels, even the starting levels, tend to be as long as the longest Hook Champ levels. SQH also has secrets hunting. Finally, Super QuickHook will have more and more frequent updates than Hook Champ did, as the engine is way more flexible for that sort of thing.
I'm curious. What is the reason behind the choice of calling it super quick hook, rather than just super hook champ? Since they are so similar anyways... The only reason I can think of, is that you didn't want to potentially risk people thinking it was just an upgraded same game. But I would have figured name recognition would outweigh that.
Before April, they weren't really similar games. Super QuickHook was originally just going to be the Avalanche Mode, with no traditional levels. After we also added a bunch of levels to SQH, it then made sense to call it "Hook Champ 2". By that time, the name Super QuickHook had stuck.
To tell you the truth, I would've preferred just "Quickhook". It's a little more catchy in my opinion.
Will there be a lite version to try? I'm not a big fan of Hook Champ controls and worried I won't like the controls in this one either despite the dev's promise of 'better' controls.