Fame at last. I assure you it's all gone to my head and I shall endeavour to bring British quirkiness with an ethnic twist to all and sundry. A digital savour for yet another decade of iAP and wasted pixels!
C'mon, help the developer and say HOW should they improve it. I don't know any other option they should add, there is even controllers support
Agree, I just deleted it after seeing the state of the "fixed" controls. It's a four directional D pad, if I press up on a ladder I should climb, you know, UP. Not kind of generally up and veer to the right or left fall off the ladder and then start again. I assumed in the launch version this was due to conflicts with the floating D-pad. Now I see it's just badly done controls. Although it looks like four directional D-pad, seems to function more like a 360 pad, but it's a poorly tuned, hypersensitive 360 pad that would require far more concentration and finesse than a platforming game should need or deserves. You can smell the intensity that went into this game, but it's all a big waste with still unusable controls for me. If they're working for people, great, hope they enjoy them, but I'm going to file this under the, "fell for the hype, glad it was only $1", heading.
No offense but you completely ignored the dpad options screen entirely if that's the case because using setting "C" you cannot actually veer left and right on ladders while moving up and down, even if you try.
People always seem to find something to criticize regardless if the developers fix what people are complaining about, I'm fine with the control options.. But, there's definitely room for improvement in regards to the difficulty of enemies and AI (enemies frantically running back and forth) all in all its a one of a kind game and there's nothing quite like the style and aesthetic
Me criticizing? More like making a helpful suggestion from someone who will love the game regardless and that's the difference.. I guess you missed my point
We're all doing the best we can folks but I think we'll probably be checking back less frequently as we are all busy making improvements and episode 2. It is understandable most people want the game to be best it can be, and that is much appreciated. If you want to make sure suggestions reach me, please PM me and I will add them to the list and discuss each one with the team. Thanks again and be sure to post here and let us know if you're enjoying it too
Sad to hear it isn't working out for you. I still believe the floating analog is still the best option on screen. Trust me though, try it with an iCade-supported controller, I guarantee you'll love it! Games these days are too easy frankly (I'm talking about iOS games), and most aren't that engaging. The Other Brothers will test your skill, and becomes very challenging if you plan on beating it with all 3 stars. The artwork is beautiful, and the storyline has that Mario parody to it. Yes, The Other Brothers got hyped, and there is no denying that. I think many people bought it for the wrong reasons. This is not something like Punch Quest, where you just mash buttons to get to score. I think The Other Brother mostly appeals to more enthusiastic iOS gamers. With more levels and probably some new game modes, I would also see this game getting popular on Steam or PSN for example. But of course, Mutant Mudds is still the hardest platformer I ever came across
No I didn't. I was using sarcasm to point out that criticism isn't bad. Other people think the controls can be further improved, you think the AI can be improved. It's all fine as long as it's constructive and respectful. Besides, I saw SimianSquared bragging about how much he achieved in two days, he can definitely spare some more time to further refine the controls
Wasn't bragging, was stating I was working very hard as it shipped on 4th, and update was shipped on 6th That meant pulling an all nighter and a half, getting some kip and being at it again. Then waiting 7 days rolling eyes for approval process I wish I could have spent longer but the demand was really loud. This time though, it will be longer as there will be more content too!
I didn't play with the original controls (held off on buying until after the update). I agree the new ones aren't spot on like League of Evil and most of the OrangePixel games (strangely it seems like it's only some speed platformers that have seemed to nail them -- of course, it's even more important there). But I really am still enjoying this game. There's so few story-driven, long form platformers on the iOS (and too many of the aforementioned speed platformers). I think the d-pad's range seems a bit off. I've tried increasing the size of it as well as using both analog and digital. I don't know. It's hard to say. Guess when you've played other platformers that just feel "right", it makes it difficult to pinpoint. All that said, the game is far from unplayable and I'm going to keep playing it and maybe I'll get more comfortable with the controls. I'm impressed with the dedication of SimianSquared and those on his team with listening to comments and constructive criticism. Certainly, they've earned my support.
Congrats devs! TOB's up to 4.5 stars on the App Store, want an improvement Now this game can get the appreciation it deserves
I agree with you on the controls, I too like A, the floating analog. The new moveable buttons and circular joypad are cool. But if you don't have an icade core, get one. The big stick makes this game oh so easy to control and funner. It's also easier on the arms, cause you don't have to hold up your ipad, cause the icade core rests great in your lap, with or without an ipad. Hdmi also rocks (pre update picture). But seriously, platformers will never have perfect controls, those games are designed for a joystick, and that is the solution to control issues on the ipad or iphone. Notice this was the old build which the controls would show. The dev took my advice and make controls invisible for icade joystick play!!! Woohoo!
The control options are a vast improvement, and I'm finding the fixed digital pad the best for me. They're not perfect though, and I'm still finding aspects of the game frustrating, mainly due to the controls being a bit off. Sometimes my left thumb will slightly slip off the dpad causing a halt in my forward progress at a critical moment. Having said that and as a previous poster pointed out, a lot of the design flaws come from the platform itself, with virtual controls lacking the requisite intuitiveness. I still think Mikey Shorts represents the pinnacle of controls for an iOS platformer. TOB really is a great game, and anyone who is in the fence should take the plunge and try it for themselves. No game is perfect, and nor is this one- but it is an excellent platformer well worth exploring. The promise of extra content is just another incentive to support these great devs.
Edit: Apologies, I replied from a few pages back regarding the function of time for time trials. Or remove extra lives on speed runs. I personally don't like the sound of that but it seems like a good fix for the time issue and would fit the hardcore crowd that likes speed running. If you have to have extra lives and time... I think checkpoints should essentially be a save state. When you die and respawn at a checkpoint everything (killed baddies, collected goodies, spent time) should be identical to what it was when you hit the checkpoint. You could possibly reward bonus points for unused extra lives. You get 25 leaderboards right? You could split each level into best score and best time.
I'm tempted to buy an iCade specifically for this game, because The touchscreen controls flat out do not work for me. I love the concept and would appreciate the difficulty if I had the physical controller.
We'll be tweaking controls further still next update (a bit of padding to collision) and possibly making C the default (will not affect your existing settings). But iCade is a must! it transforms the phone/pad into a real console. What's not to love for 20-30 dollars? Our real problem is we are insisting on making console style games with that level of difficulty, not simpler games with left/right only which suit mobile. Once you add in the ability climb anywhere, on anything while that is moving as well, controls become a more complex matter than just left/right like LOE or MS. Believe me if I wanted to make LOE controls I would. But it's not that simple for this sort of game. Having said that, will give it even more TLC next update