Kepa, Fantastic game, bought it as soon as it cmae out. Sorry if I'm repeating questions/suggestions, the thread is 60 some pages long. Also, the "how come?" parts of all the questions are curiosity-driven, ntot meant to be flippant or rude in any way. Also, if the answers to my questions have already been answered, anyone on this threadnshould feel free to chip in, unless its with a "why the hell didn't you read 60 some pages of comments before posting" type comments. 1. I absolutely love the scripted sprite events, really gives each char flavor. Do they only happen once though? Im not talking about the story board drawings, but the actual in game sequences. Was making those only happen once a code thing, or a balance thing? I would love it if they happened more than once, have done several playthroughs with each char. What're the chances of that being implemented, and if not, how come? 2. Same question for in between floor story boards. 3. Im not sure what the consensus is on the pro swipe controls, i hate them, and the sensitivity's off in general for the skill swipes. (Ipad3, most recent os, 7.whatever.). Sounds like yall are planning to fix that though. My question: i love the joystick control scheme, hate the fact that its so big. The advantage the pro swipe has is that there's no breaking of the 4th wall. Any plans or posibility to make the joystick smaller? 4. Ive only beaten humphrey(?) the butler once, but i was dissapointed to see that the game ends and you're prompted to "restart" your progress from the next floor. Is there any way to make it continuous? The ember forge system is INCREDIBLY cool, never seen anything like it before (and i'm close to 30, been gaming for awhile). Is there anyossibilit to keep playing after you beat a boss without losing your char upgrades and essentially starting a new game? If so, that'd be cool, if not, how come? Balance, coding, artistic design? I feel that since the currency for the upgrades isnt an IAP model, there's no problem financially speaking with y'all implementing that. Again, fantastic game, and kudos on the pricing scheme. I know you guys have had problems in the past with your financial model, and as an older gamer, I can respect what you're doing now. It really bugs me when i pay "good" money (by app standards lol) for a game to support the devs, and then it goes on sale a week later. Also, IAP blows, but y'all gotta eat too, i definitely understand how that goes. Hope it works out, wildly excited to see future updtaes and content.
If i do small short swipes, it doesnt register. But i have discovered the right length of swipes and im not having much trouble anymore. That said, I hope the swipes do get fixed. iPad Air too btw.
All I can say is that the controls work perfectly on iPhone. It sucks people are having issues on the iPad. I would hate virtual button implementation, but if it's added as strictly optional, than it wouldn't matter to me. In fact, much like Ayjona was saying earlier, if people are that bent over it, it would make sense to add them as a secondary option, to appease the masses. But it seems Kepa despises them as much as I do.
Similar comment on lack of diagonal shooting for our characters - is it set in stone, or open to reconsideration? Also, I expected the dynamite blasts from the enemies to also hurt enemies as well - similar to magic blasts, which seem to do that. Great game, still looking for the iPad controls update.
Nice! I was just on a good run through the tower, but then I got a blorpx level on the 5th floor that completely wrecked me and so I didn't have shields or axes for the rest of the run, really. I still managed to get to the 7th floor (barely) but died shortly because the first set of enemies was a large and varied group.
No concern over enemies attacking and shooting projectiles diagonally and heroes can't? Kind of an odd choice in design. I can work with the difficulty level, health drops, and lack of boss meters, those make sense coherently together, more than the attack issue.
I was seriously, about to ask the question "Will there be, or is there, controller support??" I appreciate the info. I'm buying for sure.
Reluctantly jumped in after glowing reviews and praise from the community. Didn't get it at first, but as I play more I see why it's so highly regarded. Still wondering though, why no diagonal attack, huge handicap for Mage, who's already so fragile
Wasn't interested at all in Wayward but the hype made me buy it. I'm really glad I did. Loving the game so far (still stuck at first boss). Perfect controls (better on iPhone than on iPad where for some reasons some swipes aren't registered), nice variability, tons of different monsters....nice storybits and VERY cool little cutscenes here and there....everything makes the runs varied, always different and interesting...while every run you become a bit more powerful or you find a new tactict against a specific monster that always defeated you before. Some things I wish were implemented (game is still great but...). 1) iCloud sync. 2) Gamecenter achievements. (there are in game achievements). (See edit) 3) Generally music and sounds are damn wonderful but I was expecting thunders and rain sounds when you see those. Other than that, is really damn fun and immersive. Loving it. EDIT: I'm dumb, Gamecenter achievements are there...for some reason there was a empty page first time I checked).
After like 1-2 hours of toiling on exclusively the warrior, I finally beat the first boss. Holy shit I must have been close a few other times like 1-2 hits off. This game just makes me feel accomplished.
Made it off the Mines with the mage as well, so I'm not completely hopeless. Yay! Though how the hell I'm supposed to stop the rogue enemies in the tower getting near me (without using special attacks) I don't know since, well, it's insanely difficult to shoot them at range since they won't stop moving until they attack, and the mage takes a fraction of a second too long to fire to consistently be able to shoot them without taking damage when they run in to stab her. They don't hurt themselves but I could have sworn they hurt others. Every other missile enemy seems to.
1. We'll do a "replay story" option I think. 3. Making circle pad smaller: Maybe! 4. Balance issues. We wanted a clean slate per area. We also didn't want to encourage having to play from the beginning to get the maximum amount of power. We could have done it differently, but mostly happy with this way. Nah. The players and monsters aren't perfectly symmetrical anyway. Note that your attacks tend to interrupt enemy attacks, for example. Which totally sucks for them.