I must say I'm enjoying the levels the most as it gives a nice sense of progression. Another reason I liked Octagon
Not tried this but I agree with you about levels, duet was a lot more enjoyable because of the level break up.
This is honestly the hardest thing I've ever played. I can't wait to see what you do with it... You usually demolish the hardest stages (as in boson X) haha
Phew okay the requests are coming in for sure. I think that shall do for the time being. Thank you so much your interest everyone. Just fantastic! Testing is closed for now. Feel free to post all your feedback on this thread, and of course keep the high scores coming. I'm anticipating BIG NUMBERS.
Hah! If the game is as hard as it sounds, not sure if you'll get any from me, but I'll sure have fun trying!
I'm having trouble installing, it gets to just over three quarters then stops and says wave couldn't be dloaded at this time # have reconnected via testflight etc. any ideas what could be the prob? I'm gonna go to bed but will try the cable method tomorrow if it still won't work.
Arggh this is one big head ache. However, I have reviewed the Test Flight developer troubleshooting page, and I think the app should work for every one now. I'll get there eventually. New build soon.
Hey man no worries. Just a minor hiccup, it's COMPLETELY overshadowed by the quality of your game. Now that we have Cloudpuff, Hoggy, and EP in the testing too, you have the major Touch Arcade powerhouses of these types of games. Which means very good things to come!
Here we go. Finally got to play this game (thanks for bearing with me Masstertron!) I don't know what kind of madman designed Wave Wave, but he should be commended for crafting such a varied and complex package from such mechanically simple gameplay. I don't think any game I've played since Badland has used the one-touch rise/fall mechanic better (no, not even Wingdot) and none of the twitchy arcade games I've played have been so fully featured. Hell, even Pivvot only had about four (five?) different modes and two of those were just harder versions of other modes. The gameplay itself is more complex than simple evading. There is a subtle need for timing, since holding up makes you rise, so you'll need to quickly go up than drop to evade some triangles. Even then, you always need to find that zen-like area between alert and in the zone, as not even Super Hexagon can compete with the amount of crazy modifers that mix of the gameplay. From inverted perspectives to rotating, angled, narrowed levels, you always have to be on your toes Wave Wave follows in Duet's and Pivvot's footsteps of offering a structured level-based mode, with levels getting progressively more challenging as you increase the difficulty. They act as the perfect tutorial for the madness seen in the random modes and other challenges, while still being satisfying The music is great, the visuals are weirdly hypnotic as the lane forms before you, and like the best in the genre, the game has me instinctively reaching for Retry. It's the kind of game where progress is measured in increments of seconds and even the mere increase from a fifth of second to .75 feels like an accomplishment. --- Three suggestions: 1) I think it would be useful and faster than the current method (exiting takes you to Tap Screen) if you could tap the level name in the corner after you fail, then it would take you back to the level/mode select. So if you tap Repeaters > Mind Numbing, it would take you back to the Repeaters menu. The exit icon could still work as is, but this small change would make it faster than going through multiple menus. Or you could add a Mode Select icon on the right side like you have Level Select for levels. 2) Maybe this could be added as another mode or as a special move for bonuses like Wave Mode, but I think it would be cool to have a "Grind" challenge or a close call bonus. This would work by the player trying to get as close to a triangle as possible without touching it. You know, how more often than not when you switch direction to dodge, you're like in the middle between triangles with some space to spare. Well, in Grind or to achieve a close call bonus, you get points for cutting as close to the triangle as possible. Closer you are, the more points you get. So this would earn you maximum points: 3) I think that the triangles should extend a bit more out of the lane. Because while you can't tell while playing, they're larger than they appear and you hit them if you go to far out Even if they extended a tiny bit, that should be enough for the player to infer where the triangle extends to and better time their direction change --- As for negatives (I'm really stretching here), I think there may be too many menus, but there are so many modes and difficulties that any other way might just make it more cluttered
No TestFlight issues here. And what an awesome game! I'm not as good at twitch games like this as some of the others here but they're so freaking addictive. And this has got me hooked. One thing I judge games like this on is whether a game is truly skill based or if too much luck is involved. This is on the former side rather than the latter, which is great. I like to feel like when I lose, it's my fault, not because I got unlucky. Just love the idea of this game. It's like snake on speed and truly original in a genre that is starting to get games a little too close to others. I agree with some of Bronxta's points, mostly about the menus. For instance, I tend to use my right thumb to play the game and sometimes accidentally tap the area that gets me back to level select rather than retrying. And a few minor bugs like the "seriously get ready" screen appearing cut off. But these are minor quibbles. Fantastic game here and a new game to be addicted to even if you probably won't see me on the leaderboards.
Is Wave Mode available during the levels? I don't think it is, but that should probably be made clear And for the App Icon, just really think it could be more stylish and eye catching. Cropped some concepts: Personally I like the second one the best. Is more dynamic than the others and has all the elements of gameplay represented
Thanks for the notes every one. Much appreciated! No, the levels don't have Wave Mode. I'll update the levels tutorial.
What a bloody kerfaffle, tied myself in knots and that's before I've even loaded the game, when I woke at1am and checked emails (yes I'm that sad ) and saw there was a build available I had to install it, but as you know I had probs, so did everything I could without waking the husband (wouldn't be impressed at being woken in early hours for a game) and before I knew it, it was later than I wanna admit. I just kept getting thre quarters of the way installed before it stopped, on the last attempt a message popped up saying wave wave and 10 other apps could not be installed. Tried to sleep, dreamt of zombies attacking me at some pool party thing(wtf????)Then checked available downloads in iTunes from the laptop in the morning, where there was in fact 9 items for dloads, dloaded them to laptop bottled up testflight gain and voila, wave wave installed. I've literally had a few mins with it, and all I can say to the dev is, are you on some kind of medication? I'm struggling to decide if you are mental or evil or pure genius. Either way this game must have come from some disturbed mind, 2 seconds and I'm toast # love it!!! Ok so what mode are you all focusing on so I know which one to work on to kick your arses. Gonna get housework done then sit on my bum in front of TV and play. Being a stay at home mum has it's advantages #
Huuummm, most interesting review ever. Woa. I can't stop laughing... And random / rotator modes are the stock standards.
This is soooooo damn good. Controls are fantastic, although starting from the middle feels a little off, as you are almost required to move before any obstacles show up. Pretty minor though, as the rest of the game is oozing with style and substance. Another thing i want to point out is how much flip/invert destroys my momentum. Is it possible to make it happen faster? Always catches me off guard, even if i always try to prepare for it happening anytime. As for hitting the obstacles hitting outside the visible area, i feel there is something to be done there instead of keeping it invisible. It isnt bad the way it is, but is asking a bit more focus than the visible ones. As it is, this is one of the best twitch type games i have played ever. Oh, and you need to put the dev name somewhere in the game.