Thanks to squarezero and Trocergian for your helpful replies. For the record, what may have seemed like disparaging comments in my previous post were not intended as such. (I do not yet own the game so can't comment either way). I was merely paraphrasing certain statements from the PG review; my apologies for not making that clear at the time. Thanks also to the developer for your contributions; much appreciated. Although I do read reviews for games which interest me, I never base my decision to purchase or not on a single review. And PG's views can be controversial at times, although they are obviously entitled to their opinion. Personally, based on what I've read in this thread from actual customers, it looks like I will be getting this game very shortly.
Now - after all this constructive feedback - would definitely be the best time for any big changes though, so you can ensure you've nailed the system for any subsequent mission packs. I definitely agree with the damage reduction idea - at least for some weapons. Completely missing with a shotgun/MG at near point-blank range? Seems ridiculous to me. Likewise it would be cool if the characters could carry another weapon slung over their backs - or a sidearm at the very least! Being able to see which items are on the floor before you waste 2 AP searching would be good also, as would a slightly more robust inventory system. I would be supportive of making the game way harder but giving the characters more tactical options e.g. the ability to throw a spare weapon to a teammate who is out of ammo (how very cinematic!) I think it would be interesting also if characters were "incapacitated" rather than killed thus allowing you to carry on the mission without them (to return for the next mission assuming at least 1 guy finished OK). Obviously the battles would have to be made a bit harder to compensate.
Just think of it as a gun jam rather than a miss. Or that you're scrambling to bring the gun up and an errant shot goes off. If you think of it as a miss taking a calm shot with plenty of time to aim then yeah it seems really messed up. But with zombies coming at you from all sides maybe not.
Finished the game. Easily the best iPad game I've played. Do wish I could play again with the difficulty amped up a bit.
We're looking into this. No promises of course, but we'll see. If you want to play again, you can always do it with different weapons or tactics. It's usually a quite different game the second time you play if you decide to pick different weapons.
Does the game get more and more sluggish the more you play? I'm on I think about level 4 right now, and there is about a 2 second delay of the game freezing after every move or squadmate selection. I tried rebooting the phone as well, it's still there. Extremely annoying. This is on a 3GS.
I just played through it. I have mixed feelings about this game. The idea is very nice, I was really missing such a kind of game. Here are some things I miss (maybe they have been already stated in this thread, I didnt check it out...): - You have only 3 different kind of monsters (+bosses), this is definitely not enough imo. - A fat zombie exploding when you kill him and spreading his acid bile in a given radius around him would be nice. Would be pretty strategic to aim at him asap to damage his buddy zombies - Ability to change the magazine (you lose the remaining bullets tho) - Fast forward for imcoming zombie... towrds the end you have to wait like 1 minute till all the zombies moved... - other weapons (proximity mines, flamethrower) - Ability to close doors to give you maybe a turn more till the zombies break through it. All told, this game is pretty nice.
Some of those suggestions have already been mentioned. Of the others, I'm not so hot on the idea of fast-tracking the zombies (part of what I enjoy about the game is the uncertainty of watching the enemies shambles toward my squad), but I do think that the ability to create barricades would be really cool, and more zombie types would definitely be appreciated (an exploding one would definitely make you change your tactics). I don't know about more weapons, though: survival games tend to work better when the arsenal is kept simple and limited.
No one's reported that it gets worse as you progress before, but the "delay between every move" should be fixed with the next update.
Wrapping up the release candidate for 1.1. Primary focus is/was to fix bugs and "real issues". Will post you a release note when its passed testing. Then we can concentrate on a content release as the next one - yay! Thanks for all the suggestions and issue reports! We do listen to them - and while not everything will be added - a lot of them will be, and all of them are discussed at least in our end. /Thomas
Thomas, that's good to hear; nice to see a developer actually listening to paying customers. Too bad I can't say the same for the developers of Orions....
A brilliant game and fine technical achievement. But....a few serious bugs. Firstly if I reset my campaign, I cant then play again. I start a new game and see the initial comic strip intro but the level does not then load apart from the music. Second major issue is that I defeated the Dr in the room with the pentagram but the game then closed and when I went back in all my data had been erased. It's has now happens to me twice at exactly the same point in the game.
@Grigoris - will investigate right away and see if we can find+fix these for the 1.1 update. Thanks for reporting - they were new to us! /Thomas
OK - just uploaded the update for Apple to review/approve. Sorry that it took a little longer, but we crammed a bunch of fixes and improvements in there for you. We will still look into any other reported issues, but want to get this out so we can look at campaign 2 with full force. The change log is below. For internal reasons it will have the version number 1.2. /Thomas ------ Black screen and music playing bug fixed Save games turning corrupt fixed Removed delay when selecting other team members Improved perceived random mechanism to spread out misses more Support for multiple campaigns implemented in preparation for campaign 2 Optimized camera speed - especially on 3gs and iPad 2 Incorrect reload of weapon removed when equiping items Added missing door glow to level 3 comm room door Fixed grenade animation bug Fixed continue button sometimes not pointing to correct save Support for iPad 2 and iPod Touch for initial camera position Next turn button sometimes not working correct when enemies close Added additional safety checks to all actions Auto rotation of intro screen Correct orientation of game center messages Added "please review" popup
I jut got tac-sol yesterday and I have to say so far I'm loving it. I play alot of Rpg's/dungeon crawlers on iOS but this is the first turn based strategy game I've played. It reminds me quite a bit of the old game "swat" think I played it on the amiga (not sure) but it's cool anyway, love the comic style cut scenes, the camera was a bit tricky at first but when you get used to it it's fine. Overall a really good game.
The 1.2 update looks like it's fixed a number of bugs and other issues; always good to see. Looking forward to seeing the next content update.
Finished the debut campaign and overall, very fun stuff. I still experienced a bit of UI lag at times, to the point where I needed an 'undo' button a few times. A few different skins on the basic 'grunt' zombie would have been good too. I'm hoping that if more campaigns do get added (which would be insta-buys for me) some features will get fleshed out a bit more such as the skills. For example I beefed up critical hit as much as I could but I think I only ever scored 1 crit in the entire playthrough. I say think as it never actually said critical hit but I did what appeared to be double damage. Also I'd pay EXTRA money to see headshots implemented in the game somehow, being these are zombies after all. Some environmental interaction would be great, I think this was mentioned earlier. Exploding chemical vats, crates filled with dynamite, overturned tables that actually provide cover from the pukers, etc. Just suggestions, overall I thoroughly enjoyed the game and hope more is on the way.
Just a quick heads up from us in the bunker. The update went into review yesterday at Apple. So - unless they do not approve it - the update will get onto your devices within the next days. We would really really appreciate if you could check if your respective issues go away. And if not, then poke us here or via the support email game (a t) tacticalsoldier.com We are continuing work on campaign 2 for you. Best Thomas