I'm liking the controls still but agree that it was a misstep not putting a back up control scheme. The devs has admitted fault here too. It has been released for $1 so the rage in here is a little extreme. If us fellow ios gamers can't peacefully chat about impressions with an active dev then what chance does North & South Korea have
Ha ha i know, we get quite upset by these things in our one dollar games ! But again the devs have been great so hopefully an update will appear soon. I'm dying to get into it more (plus theyre adding icade support at some point so thats also good news)
The icade support is going to be off the hook! Like Penumbear there looks like it will take some exploring to find everything
I have no problem with the D pad, and am really enjoying the game. I have noticed some wonky collision detection on a few occasions, mostly landing jumps I didn't think I should. It may just be that the fluid graphic style leaves a little more to interpretation than something with more clearly defined surfaces, say Mikey Shorts. Of course, adding a Y axis also makes things a bit more hectic compared to Mikey, Mos Speedrun, or League of Evil: games that have nailed touch platformer controls by keeping them super simple.
You may be used to it, perhaps their QA likes it but you can tell by this thread a lot of people dont. Plus we all have different tastes, some people love tilt controls others dont kinda thing. I mean its strange their QA kinda 'passed it' whereas its had a huge negative response here. I dont know about their QA team but i would personally choose some iOS users from forums rather than perhaps an internal testing team or even friends/family. See what the 'buying public' think At the end of the day the devs want to make money, the kickstarter was successful, they want to make money to make future games. The dev seems quite happy to add an alternative scheme which will make the other users happy which means more happy customers, more potential sales and more games for us in the future. I'm very happy with the 'crap' (as you so nicely put it) forced on me by past platformers (i have 7 folders of platformers) so i know what i personally enjoy. 95% of the 7 folders i have have standard fixed touch screen controls. So to me it makes sense for this game to add an alternative scheme (such as theyre doing) so all the other users will enjoy that scheme. At the end of the day we all want this game to do well so i'm glad they're catering to the larger audience in the next update
i think the problem is the graphic of a d-pad.. if it was shaped like an analog stick there wouldn't be as many complaints.. it's visually giving you another expectation than what you are getting.. great game btw!
The iOS platform is probably the only "gaming" platform where the devs can receive feedback and respond fairly quickly. Kudos to the devs for listening and working to improve their game so soon after its launch. The current control system does take some getting used to, but I'm not going to have any heart burn over it since it sounds like the devs are creating a future build that includes a more static version...as long as it doesn't take too long.
Yes, the d-pad is finicky, but you will get used to it sooner or later. But, the "A" and "B" buttons on the iPad are almost impossible to hit while holding the (full size) iPad comfortably. I'm actually not sure how this was thought through, unless you're supposed to lay the iPad down on something and free hand it. Love the art though, really makes up for any flaw.
Just wanted to chime in and say that, yes, the d-pad needs work. A fixed d-pad would work wonders. As for gameplay, I'd love to see more power-ups besides wrenches, which are uninspiring to say the least. Get creative with the powerups, devs! Also, as others mentioned, I'd like to see some old school linear levels in a future update.
For me this is the best control set I have seen on iOS. I am a big critic of touch screen controls, my finger wonders off the control pad so I miss key jumps etc in most iOS action games. This control scheme works for people like me and although nothing approaches actual buttons this is as good as it gets. The iCade support should raise this into the greats.
Hey guys. I've been waiting for The Other Brothers ever since it was first announced, and I can scarcely believe I'm playing it now. I just wanted you guys to know that it's a lovingly crafted masterpiece that almost brings me to tears (of joy). You should all be incredibly proud
Can't wait for a fixed D-Pad - this will be so much fun! There's no shame in copying it from the masters: League of Evil (1) had the best platforming controls around because: Fixed D-Pad All controls a little higher up from the bottom. A little room between the buttons The difference in usage is that some people lift their fingers in between presses, while the current TOB layout assumes people have smooth, silky, sliding girly fingers. Not grubby grippy sweaty man paws. While we're doing community powered QA The first red-box message I got, I didn't get a chance to read it. I looked away and when I looked back, it was gone. Forever. I have since deducted it must have been about pigeons being my life, but I'm unsure. I'll take this nagging discomfort to my grave if you guys don't put out an update where I get to dismiss messages at my leisure. Oh, and read what that first message was All in all: YAY! instabuy, recommend on fb, etc. After coming to my senses: update please
Yeah, game is mostly unplayable for me with the current controls. I'm somewhat amazed these controls made it past testing, and that the developers even thought it to be good as it was. All that need to be done to fix the issue is just lock the virtual d-pad in place. I expect a virtual d-pad / stick to allow me to slide my thumb in the new direction where I want to go. As it would work in real life. Instead, with the way they have it in this game; The virtual d-pad follows any sliding movement. So if I slide from right to left my character will keep moving right as the d-pad is just changing position instead of staying in place and allowing the new directional input. I attempted to play through the first level, and I could tell it was fun. That being said, until the control is fixed the game is unplayable IMO. The funny part of it is that if you look at the gameplay trailer at the start of this thread you'll see the obvious control issues right there.
Quite the looker. Agree with people, but after forcing myself to imagine I'm using a NES controller, it all goes as smooth as bacon and eggs.
I hated them. For me the controls must float or I am going to lose them. But that's the nub of the situation here. Touch screens are not tactile so devs need to offer a variety of control solutions to suit everybody.
Ok, so it's been established that most of y'all don't like the controls and better ones are coming. Now for more pressing matters. Such as, is the game super short, and does it have replay value?