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#91
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Andrew Wiles spent seven years working on Fermat's Last Theorem. I doubt he once complained, whoever designed this problem made it too hard, they are supposed to give me a hint if I fail a few times.
I'm three times your age, I remember when games could be hard. Now people complain if they get stuck, it's the designer's job to make sure they *feel* challenged, but they should not actually *be* challenged. But no, not everyone likes the idea that there is the illusion of challenge but things are set up so they really can't fail. |
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#92
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That said, I haven't come to the supposedly frustrating part in the game yet, but I hope that it will be reasonable and well-explained. |
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#93
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It seems that a lot of games in the recent years decided to go down the path of easier difficulties rather than risk leaving a frustrated audience. I can understand the decision, but as an old school gamer myself, I find myself really enjoying games that gives a good challenge. They just give you a greater sense of achievement when you complete the game.
Diablo III's inferno mode is perhaps the most recent game like that (sad I can't even remember the second most recent game I found tough), but it's really more of a grind and gear check to progress. |
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#94
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Just to note this game was originally for PC, then for other mobile phones, and finally ported to iPad by Bulkypix.
Looks epic and love the watercolor style, reminds me of Sangokushi 12. |
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#95
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Also, iPad development was done by Touch Dimensions (the original developer of the demo version). BulkyPix only published the game. |
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#96
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Co-op skirmishes would be so fun, especially if we can ramp up the difficulty/odds as required! ![]() Further ideas to expand the Skirmish mode for infinite replayability:
The game is already fantastic, and the mind boggles at how great it can become with further development. Thanks for your hard work! Tom |
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#97
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#98
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Some bugs and strange actions:
I had about five times the app was frozen since I'm playing it. Now I'm on the map I have to reach the fortress. Sometimes the drawn paths don't really work, they become more direct and don't lead around obstacles. So some time you walk through wood without wanting it even if your finger went around the wood. Sometimes the unit stops at the end of the path, but then it starts going again. In the map you have the enemy towers or archers on the elevated plains, something strange happened more than twice. I wanted to make two units horses ride around the bottom of such a elevated plain. But then one unit follows the path and the other unit goes the other way round the plateau. Strange. After creating a unit, it starts going in one direction without order to go there. But after all: You guys did a great job. It is really fun. |
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#99
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And just in case you didn't notice it yet (and it's not mentioned in-game), you can draw a path from the fort, and that would set a rally point for it. All units you then produce would follow that path. Hold a finger on the fort to cancel the rally point. |
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#100
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It's really interesting to watch their 2009 demo and see them playing on platforms such as a canvas, xbox 360, mobile phone, mobile tablet, tabletop tablet, PC and whiteboard. I'm happy they decided to choose the ipad as this is now one of my favorite RTS games.
![]() The video link: http://www.youtube.com/watch?v=cdjLuysuG1M Last edited by Marcus70; 05-29-2012 at 10:30 PM.. |
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