App Store Link Front Page Link Another Space shooter....looks ok, don't know how it'll stack up to Rebel Onslaught. oh well here goes... I can't be anymore dissapointed tonight right?
I'm curious about this game. The gameplay looks unique. It seems like a really done up shmup. http://zerochance.luftensteiner.org/media1.html#
First Impressions: seems to be a dodging/obsticle game more so than a shooter -360 responsive (any direction) tilt camera view (around ship) -sounds are pre N.E.S almost atari -Great visual tutorial (the best part of the game) Chances it's gonna stay on my phone........zero (pun intended) no seriousley i'm gonna play tonight and give it the 'ol rundown, but you won't feel bad for passing this up. it's nothing to write home to mum about, and certainly doesn't hold R.O.'s jockstrap
I dont care how much it dropped got it last night, it's weak these are the kind of drops that i can't stand. granted the only reason i bought this gayness is because there was so much bad news in the appstore yesterday. I understand maybe holding out for a day or a week which is still a fast drop but damn.......hours? lord take me now
i am the developer of this game and i probably should have thought more thoroughly about pricing before releasing it. sorry for that. i'd like those affected to pm me. i can provide promocodes of zc or my next game (which is not finished yet) the last thing i want is someone who bought the game feeling ripped off. a lot of time and effort went into this project and of course i realize it's not as polished as rolando or sim-city, but i intend on improving it and hopefully you will have a more satisfying experience with a later version. philipp
I am curious however, why more developers don't introduce their product at a sale price (while clearly stating its actual valued price in the App store). This would garner more initial sales and visibility of a product which, in quality and content, almost invariably is a fraction of what will be months later. Raising the price later will generally attenuate the slope of the sales curve, but the price increase (return to its stated value) could be viewed as justified, as the product will have evolved significantly since its release. Furthermore, the price increase would not come as a surprise, as the App store listing would have stated this at the outset. Here then, consumers who purchase the product early are effectively rewarded for their herd constructive feedback.
I have been playing this game for a good solid hour and a half now. I think the camera movement is very innovative. it almost reminds me of the "head tracking" demo that was shown on the wii a year or so ago. If you remember that head tracking was supposed to be included in Boom Bloxx but was later scrapped. I like the challenge each level give me along with the puzzle aspects in changing views. It's not a shooter...more of a space ninja in 3D but slower and more methodical. I find myself thinking more while playing this game. It does need a bit of work with the clipping and the music/sound effects need to be changed to better quality. The opening splash screen could also use a little work. The in game art in the cut scenes are so good...if the opening splash screen was in that style it would be nice. Over all I am having fun with the game. Every time I die I think "just one more time! I'll get through this level this time!"
That actually might be a good idea...There would have to be a bonus for beating the game without using it though because I think a slow motion or time pause button would make it a bit easier. It is pretty hard in a good way though. Not too hard not too easy.
Yeah, maybe only a limited amount of bullet time, and you could fill it back up by picking up bullet time canisters.
I think you're right...I think the developer should look into adding a whole set of power ups. Things like force fields, bullet time, the ability to phase through objects for a short period of time, auto pilot...things like that.