Thanks for the tip! I'm onto it. The jump animations do look weird when the jump is longer. I'm also reworking the sword slash animations.
Super Ninja Therapy: Retro Touch We just updated our main thread post with new information, as well as a new title for our game: Super Ninja Therapy Game FAQ: Q: WhatÂ’s the story with virtual currency? why not a proper paid game and not this In-App nonsense? A: Thanks for asking. Although many gamers see this as a breach of the core gamer constitution, chapter 5, paragraph 2a, we are happy to defend our cause. The battle for indie development is tough and long, but we believe this way we can actually support ourselves, stay afloat and possibly even achieve returns for our immense investment and efforts. Although some of you may think we are happy to work for nothing, we are not. At least some of us. Q: So it's play to win, right? A: Nope, the game was built with the gamer community in mind, so it's definitely possible to enjoy it without purchasing any more money. The IAP is for the people who have a day job, 3 kids, and a cat that pisses on the carpet every sunday morning, but even they cannot win without developing their actual fighting skills. Q: What about iCade support? A: This is currently in the works, will be added very soon. Q: Why did you make this game so hard? A: Tough question. we truly believe the therapeutic process of failing is an important part of playing games. Actually, in some games the joy of dying can be a good match for the fun of winning. Taking on the tradition of games such as Super Crate Box, we believe our players deserve a good bit of slappinÂ’. For their loyalty. Q: My 3 y.o. nephew played the game and found it too hard. What the heck? A: The game is not for kids. but you can get our previous game, Tiny Fireman, which is 100% child safe, and a quality title in its own merit.
Our new gameplay trailer Check it out, fresh from the oven: Subscribe to the TouchArcade YouTube channel
Super Ninja Therapy is now submitted for Apple's review, we're aiming for early November launch! More details soon. Following umadic's request, a short explanation about the upgrade system: In the game, you collect a super special weapon by finding it on screen and moving across. Most weapons have one use. When used, another weapon shows somewhere on screen (or off screen, you may have to find it). The Katana, a powerful deadly samurai weapon, is the only weapon you keep until it gets knocked out of your hands. You have five super special weapons to get: Shuriken, Fukiya, Tsubute, Katana, and the Explosive gunpowder bomb. At first play, only the basic Shuriken is unlocked. the other 4 are waiting for the player to unlock, using Goldies, the game's glittery gold coins. Anything you unlock, stays on your arsenal till the end of days.
In the meantime, while waiting for the game to go through the review process, a blog post I wrote today about the process of making the game. http://samuramu.com/2012/10/how-super-ninja-therapy-was-made-part-1/ Stay tuned for part 2, which I'm hoping to add tomorrow.
Thu Nov 8th, 2012: Super Ninja Therapy launch Thanks to everyone who waited patiently. We now have a final official launch date, and it's set to bust Obama and Romney's balls and go gold on this coming Thursday, November 8th. Apparently, Apple reviewer team mailed me earlier during reviewing the game, saying that they can't locate the IAP in game. This means whoever feared this title to have pushy monetization tactics will be relieved. Phew... so once we got this under control we can start enjoying playing! Almost there!