FLASHOUT 2 Jujubee PLEASE NOTE: Due to high-quality graphics this game is not recommended for the iPhone 4. The game is not compatible with… TouchArcade Rating: Free Buy Now Watch Media DetailsPLEASE NOTE: Due to high-quality graphics this game is not recommended for the iPhone 4. The game is not compatible with the iPod touch 4th. Optimized for iPhone 6 and 6 Plus! --- FLASHOUT 2, the sequel to the highly-acclaimed anti-gravity racer FLASHOUT 3D is finally here! Get into one of many ultra-fast ships and use your arsenal of rockets, guns, bonuses and upgrades to fight your way to victory! FLASHOUT 2 offers a fresh and addicting racing experience featuring a redesigned and enhanced Career Mode with story elements, massive improvements in matter of steering, physics, opponent’s AI, and other gameplay elements, an Online Multiplayer Mode and introduces completely new and exciting game modes, such as Destruction, Elimination and Versus! FLASHOUT 2 also features high-end console-quality graphics, some of the best and most accessible controls to allow you to focus on pure action, amazing licensed electronic music and game controllers support! Additionally the game offers a unique interactive equalizer, that analyzes in-game music and accordingly determines, in real-time, what the visual effects look like! Features and highlights: - Amazing racing experience! - Addicting and enhanced Career Mode! - Free Online Multiplayer with different game modes! - Console-quality high-end graphics! - Full Retina support! - Licensed electronic music! - 10 highly-detailed futuristic circuits (Los Angeles, London, Paris, Warsaw, Moscow, Frankfurt and more)! - Dozens of challenging races! - New and unique game modes (Destruction, Elimination, Versus)! - Upgradeable, super-fast ships! - Weapons and guns! - Precise, fun and awesome controls! - Full accelerometer support! - Many cool and useful bonuses! - Clever AI, adapting to your style of play! - Interactive Equalizer – music affects graphics! - Gorgeous visual effects! - Additional effects on devices with A7 chips! - Several control layouts! - Vibrations (if supported by device)! - Apple TV and TV Out support! - Leaderboards and achievements via Game Center! - Universal App! - Facebook and Twitter integration! - Certified controllers support! - And more! Supported languages: English, Spanish, German, French, Italian, Polish, Japanese, Korean, Portugese, Russian, Chinese Information Seller:Jujubee Genre:Arcade, Racing Release:Mar 27, 2014 Updated:Jan 16, 2015 Version:1.6 Size:669.2 MB TouchArcade Rating: User Rating: (17) Your Rating:unrated Compatibility:HD Universal Connector Well-Known Member May 6, 2012 15,512 1 0 In the Chatroom http://thechatroom.freeforums.net/ #2 Connector, Apr 1, 2014 This is not going to make awp69 very happy. awp69 Well-Known Member Oct 30, 2009 8,249 0 36 Greenville, SC #3 awp69, Apr 1, 2014 Wow, you're absolutely right. I've now officially branded Jujubee my least favorite dev on the App Store. First let's release a game clearly aimed at getting people to buy lots of IAPs. Let's tweak the model to make it seem like it's better but is still horrible for this type of game. And hey, why not screw over those people who were already upset at you with a price drop!! Screw you Jujubee. Guess that 1.5 star rating on the App Store is coming back to bite you with low sales. Karma sucks doesn't it . Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #4 Amenbrother, Apr 1, 2014 This is a joke right? Jake7905 Well-Known Member Jun 20, 2013 1,004 0 0 #5 Jake7905, Apr 1, 2014 Wow, looks like another paidmium app shows it's true colors. This game has been a disaster since it was released last week. sweetdiss Well-Known Member Jun 15, 2009 1,745 5 38 #6 sweetdiss, Apr 1, 2014 Who do they think they are, trying to make money off of their hard work. Disgusting. awp69 Well-Known Member Oct 30, 2009 8,249 0 36 Greenville, SC #7 awp69, Apr 1, 2014 Who do they think they are? Charging $2.99 for a game loaded with consumable IAPs. Let's make you waste your coins for boosts and ammo instead of ship upgrades and new ships. Oh, if you spent half your coins and lost the race. Sorry about your luck. You can always buy more coins if you need to. Spend a few dollars more and get Repulze, a real futuristic racing game that actually rewards skill. Sorry, these devs dug their own grave with an ugly business model and I have no sympathy for them. There's much better indie devs who really do deserve your money. This dev? Well, disgusting probably is a good term. GuyOnDrugs (GOD) Well-Known Member Oct 23, 2013 118 0 0 #8 GuyOnDrugs (GOD), Apr 1, 2014 The latest update takes away the respawn countdown timer and doubles the cash amount you get in races. So no need to be assholes, at least not as much. awp69 Well-Known Member Oct 30, 2009 8,249 0 36 Greenville, SC #9 awp69, Apr 1, 2014 I've played it with the update. It's still not balanced well and, frankly, the whole idea of consumables in a Wipeout style game is ridiculous. And it screamed freemium from day one so to drop a game in price so soon also seems suspicious of their intentions to begin with. I appreciate the name calling. That also really says a lot about yourself. I've been around these forums forever and I'm just trying to call out a dev. There's no reason to have consumables in a game like this. You basically can lose money on a race if you don't buy enough ammo, etc. Not what I call fun gaming. This was a very hyped game that failed at it's expectations and to drop the price so soon just adds insult to injury. Bad business model? Bad reviews on the App Store? If they really are genuine, they'd scrap the consumables and just put more powerups on the tracks. Oh and that double winnings is only for the coins you pick up on the track. That prizes for winning cups haven't changed at all. Sorry for just speaking the truth. jeffyg3 Well-Known Member Mar 22, 2010 1,251 0 36 #10 jeffyg3, Apr 1, 2014 And this is why I wait to see if a game has any crappy looking IAPs in the Appstore. I usually just play games without dispensable IAPs these days, they're generally the better games in the Appstore anyways. But the very few games I play with these kind of IAP systems, I'm just glad there's forums like Toucharcade with good posters giving the scoop on these IAPs so I don't waste my time and money. Yeah, thanks awp69. sweetdiss Well-Known Member Jun 15, 2009 1,745 5 38 #11 sweetdiss, Apr 1, 2014 They were charging TWO NINETY-NINE?! And with IAP even?! The nerve! They probably farted this game out in a weekend! Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #12 Exact-Psience, Apr 1, 2014 LOL Sweetdiss... That's 2 points for you in this thread alone Anyways i kinda saw this coming. I think it was from their first chopper game where i learned from Jujubee that they are into the "business" of gaming. awp69 Well-Known Member Oct 30, 2009 8,249 0 36 Greenville, SC #13 awp69, Apr 1, 2014 I know it took lots of time to make this game and I'm not saying they shouldn't make money. It's not the $2 I care about. It's just there seemed to be a clear intention to do this all along. So it's the way they went about it that I don't appreciate. Hell, if the game had been $6.99 (I'd say more if the tracks had more to differentiate themselves, etc.), I would have been fine paying it for a game with all the normal features of a Wipeout style game. But to use consumables (and their IAPs) and then turn around and discount it so quickly is just shady IMO. Feel free to agree or disagree. slamraman Well-Known Member Patreon Gold Aug 27, 2011 2,511 5 36 #14 slamraman, Apr 1, 2014 I think I'll wait on a price increase. mr.Ugly Well-Known Member Dec 1, 2009 1,673 0 36 Berlin, Germany #15 mr.Ugly, Apr 1, 2014 i read "me, me, me ,me" as long as you don't feed the hole dev teammaybe one should make a step back and calm down a bit.. having a paid app with iap is nothing new.. and its odd that when halfbrick does it its ok but if an indie does it to get even the slightest traction is boo boo cry me a river.. as an indie your ressources are limited and you have to! play with different implementations of iap, pricepoints etc.. they tried at 2,99 it did not work they trie at 0,99.. they tweak the game and will try to balance their ingame economy while still trying to earn some money. but noo they are here to ripoff everyone with a evil grinnnn and glowing eyes, hordings the few cents they earn in a scrouge like vault.. boo boo its though out there and monetization is a very very tricky road to travel. if flashout 1 would have made big cash i doubt they would have tried a different approach but would stick to what worked for them in the first place. implementing any iap or making a paidmium, freemium or whatever you want to call it game containing a properly working ingame economy is alot of hard work that can only be properly tested on "you", the customer if a company is small and has not the ressources to make smaller testruns. awp69 Well-Known Member Oct 30, 2009 8,249 0 36 Greenville, SC #16 awp69, Apr 1, 2014 Last edited: Apr 1, 2014 ^^ I understand your points and I want the devs to be successful too. I would have much rather have paid a higher price for this game than have the model as it is now. I can understand having IAPs for coins to buy better cars earlier -- a shortcut. But it's just my opinion (and only my opinion) that consumables are the worst type of IAPs. Even if you don't end up having to buy an IAP, I just don't think buying boosts and powerups each race is not a good fit for this type of game. Although the dev may beg to differ, you have to buy them in some races or you will have no chance of winning. Buying or upgrading ships, weapons, etc. is fine but having to buy ammo or boosts every race with IAPs staring you in the face is annoying to me. That's just my opinion and I have a right to say it just like anyone else can say it's fantastic. The model here goes against the grain and it simply rubbed me the wrong way. It's not just money. It also takes some of the enjoyment out of it. The only way devs can change is to voice our opinions or just not buy the game. That's the only way App Store mechanics can ever change. And I can't say for sure what Jujubee's intentions were, but you can't put on blinders to the fact that there do seem to be devs that know they have a freemium model but charge for a week or two to get some early buyers. It's happened dozens of times. To say that all devs have business ethics is just being niave. Again, not saying Jujubee was doing that but it is happening more and if we sit idly by and say nothing things will only get worse. mr.Ugly Well-Known Member Dec 1, 2009 1,673 0 36 Berlin, Germany #17 mr.Ugly, Apr 1, 2014 well i don't have the game nor plan to buy it so i can't judge. If this is true that a race is not possible without the boosts and thoose boosts are not possible to earn any other way (replaying previous races etc.) then i would say this is a ballacing issue or a simple pay wall.. but maybe its a skill question? well again this is tricky.. the "in the face" approach is actualy just easier to implement than some subtle thing people may even oversee (gasketball) completly. but maybe turn the view around.. what if there was no iap and the difficulty was still that high. then of course it would be just a "hard" game and itll be the demons soul of wipeout clones ? again i don't know the games specific but there are no other ways to gain thoose elements than to pay up? sounds odd for a paid game with iaps boosts they won't change.. freemium is here to stay and its gaining momentum not losing it.. and honestly on a mobile platform it makes the most sense due to various reasons so i'm not baffled in any way by its success on mobile but there are still some (not sure if you are) persons who believe that mobile gaming is in any way the new "consoles" again this is "normal" pratice for developers who think or planned that iap is not the main monetization but to expand the income "tail" longer than a normal even higher priced game would generate. again halfbrick did it several times with huge sucess. you are guessing the developers intention and are getting upset about yourself since you made that assumption. what i read from the critic is that the ballancing of the game is off and needs to be tweaked. Gain more currency or whatever from races, make boost cheaper or whatever is neccessary to have a better smoother progression through the game with less "bumps in the road" all very tricky and there is a reason why monetization is a seperate department in bigger games companies. innocent till proven otherwise in my book. But of course its your right as a customer to be dissapointed with it. But some people really get upset about a couple dollars and loose all relations to reality with it. Mobile games are way to cheap and this mindset is so string in the heads nowerdays thats its hard to argue about it. you spend 3$ they spend alot more to make this game. Now the ball is obviously in their court and its their call to make what happens next and how to turn the dissapointed customers into happy ones. then again its all about numbers and money again. If id sold 100 copies at 2,99 and need tenfold that money to "fix" the issue half of my current customers have its obviously usually not happening due to money constrains or otherwise. people often like to detach the difficulties of game developement from the final price point but at the same time point their fingers at the greedy indie developer. again the ball is in their corner, if they have the power to throw it back. Joltrabbit Well-Known Member Jul 5, 2012 669 0 0 #18 Joltrabbit, Apr 1, 2014 I know when I bought Asphalt8 for a dollar it became free a few months later and they actually gave me a view boosts for being an early adopter. Two dollars in IAP bonuses for your early adopters might be a nice thank you Mike.Jujubee Well-Known Member Feb 23, 2012 337 4 18 #19 Mike.Jujubee, Apr 1, 2014 Last edited: Apr 1, 2014 Well this is not true. Of course you don't need to buy boosts to win a race and you can earn money easily - you collect money during races and you get money for completing cups. The game is not build around iaps but around economy - you get money for races and you get money for winning cups. You can spend the money to get additional bonuses (all bonuses can also be found on the circuits), but you can also race without them. Anyway there's no one single element in the game that requires buying an iap. All iaps are with extra money and can be treated as a shortcut to achieve your goal. If you buy extra money you spoil all the fun of the economy of the game. As said above every element of the game can be unlocked without paying an extra dime. If you run out of money you can repeat a cup, you can play races in Single Race mode, you can get some extra money in Bet Mode in Multiplayer, and so on. This said I am sorry but I will no longer participate in the discussion on this specific topic with Awp69, because it's writing the same stuff over and over again and maybe it was a mistake for us to join the forums, because right now it is some kind of pointless argument. We joined the forums to help players, get some feedback which would allow us to improve our games, to talk with players on how to improve the experience, etc., and right now I'm afraid to say (don't want to hurt anyone) it's some kind of fight - something we didn't want to take part of. We've put a lot of effort to improve the game, we've listened to the feedback and acted very quick, most players are happy with the changes and we will further improve this title with future updates. However as said many times - this game is perfectly beatable without spending an extra dime and everything can be unlcoked without an extra dime. You can buy some extra money only if you want to beat the game faster, but the gameplay is not balanced around IAPs but around skill. You can treat IAPs as a cheat. That's all from me, getting back to work. Over and out. Connector Well-Known Member May 6, 2012 15,512 1 0 In the Chatroom http://thechatroom.freeforums.net/ #20 Connector, Apr 2, 2014 I will say that the developer seems to be making an effort to make the balancing issues better, but lost in all of this is that Flashout 2 has great graphics, controls, and gameplay. It is a huge improvement over the first game, and I am optimistic about upcoming updates. It is only a buck now, I say give it a whirl. Highly recommended! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Wow, you're absolutely right. I've now officially branded Jujubee my least favorite dev on the App Store. First let's release a game clearly aimed at getting people to buy lots of IAPs. Let's tweak the model to make it seem like it's better but is still horrible for this type of game. And hey, why not screw over those people who were already upset at you with a price drop!! Screw you Jujubee. Guess that 1.5 star rating on the App Store is coming back to bite you with low sales. Karma sucks doesn't it .
Wow, looks like another paidmium app shows it's true colors. This game has been a disaster since it was released last week.
Who do they think they are? Charging $2.99 for a game loaded with consumable IAPs. Let's make you waste your coins for boosts and ammo instead of ship upgrades and new ships. Oh, if you spent half your coins and lost the race. Sorry about your luck. You can always buy more coins if you need to. Spend a few dollars more and get Repulze, a real futuristic racing game that actually rewards skill. Sorry, these devs dug their own grave with an ugly business model and I have no sympathy for them. There's much better indie devs who really do deserve your money. This dev? Well, disgusting probably is a good term.
The latest update takes away the respawn countdown timer and doubles the cash amount you get in races. So no need to be assholes, at least not as much.
I've played it with the update. It's still not balanced well and, frankly, the whole idea of consumables in a Wipeout style game is ridiculous. And it screamed freemium from day one so to drop a game in price so soon also seems suspicious of their intentions to begin with. I appreciate the name calling. That also really says a lot about yourself. I've been around these forums forever and I'm just trying to call out a dev. There's no reason to have consumables in a game like this. You basically can lose money on a race if you don't buy enough ammo, etc. Not what I call fun gaming. This was a very hyped game that failed at it's expectations and to drop the price so soon just adds insult to injury. Bad business model? Bad reviews on the App Store? If they really are genuine, they'd scrap the consumables and just put more powerups on the tracks. Oh and that double winnings is only for the coins you pick up on the track. That prizes for winning cups haven't changed at all. Sorry for just speaking the truth.
And this is why I wait to see if a game has any crappy looking IAPs in the Appstore. I usually just play games without dispensable IAPs these days, they're generally the better games in the Appstore anyways. But the very few games I play with these kind of IAP systems, I'm just glad there's forums like Toucharcade with good posters giving the scoop on these IAPs so I don't waste my time and money. Yeah, thanks awp69.
They were charging TWO NINETY-NINE?! And with IAP even?! The nerve! They probably farted this game out in a weekend!
LOL Sweetdiss... That's 2 points for you in this thread alone Anyways i kinda saw this coming. I think it was from their first chopper game where i learned from Jujubee that they are into the "business" of gaming.
I know it took lots of time to make this game and I'm not saying they shouldn't make money. It's not the $2 I care about. It's just there seemed to be a clear intention to do this all along. So it's the way they went about it that I don't appreciate. Hell, if the game had been $6.99 (I'd say more if the tracks had more to differentiate themselves, etc.), I would have been fine paying it for a game with all the normal features of a Wipeout style game. But to use consumables (and their IAPs) and then turn around and discount it so quickly is just shady IMO. Feel free to agree or disagree.
i read "me, me, me ,me" as long as you don't feed the hole dev teammaybe one should make a step back and calm down a bit.. having a paid app with iap is nothing new.. and its odd that when halfbrick does it its ok but if an indie does it to get even the slightest traction is boo boo cry me a river.. as an indie your ressources are limited and you have to! play with different implementations of iap, pricepoints etc.. they tried at 2,99 it did not work they trie at 0,99.. they tweak the game and will try to balance their ingame economy while still trying to earn some money. but noo they are here to ripoff everyone with a evil grinnnn and glowing eyes, hordings the few cents they earn in a scrouge like vault.. boo boo its though out there and monetization is a very very tricky road to travel. if flashout 1 would have made big cash i doubt they would have tried a different approach but would stick to what worked for them in the first place. implementing any iap or making a paidmium, freemium or whatever you want to call it game containing a properly working ingame economy is alot of hard work that can only be properly tested on "you", the customer if a company is small and has not the ressources to make smaller testruns.
^^ I understand your points and I want the devs to be successful too. I would have much rather have paid a higher price for this game than have the model as it is now. I can understand having IAPs for coins to buy better cars earlier -- a shortcut. But it's just my opinion (and only my opinion) that consumables are the worst type of IAPs. Even if you don't end up having to buy an IAP, I just don't think buying boosts and powerups each race is not a good fit for this type of game. Although the dev may beg to differ, you have to buy them in some races or you will have no chance of winning. Buying or upgrading ships, weapons, etc. is fine but having to buy ammo or boosts every race with IAPs staring you in the face is annoying to me. That's just my opinion and I have a right to say it just like anyone else can say it's fantastic. The model here goes against the grain and it simply rubbed me the wrong way. It's not just money. It also takes some of the enjoyment out of it. The only way devs can change is to voice our opinions or just not buy the game. That's the only way App Store mechanics can ever change. And I can't say for sure what Jujubee's intentions were, but you can't put on blinders to the fact that there do seem to be devs that know they have a freemium model but charge for a week or two to get some early buyers. It's happened dozens of times. To say that all devs have business ethics is just being niave. Again, not saying Jujubee was doing that but it is happening more and if we sit idly by and say nothing things will only get worse.
well i don't have the game nor plan to buy it so i can't judge. If this is true that a race is not possible without the boosts and thoose boosts are not possible to earn any other way (replaying previous races etc.) then i would say this is a ballacing issue or a simple pay wall.. but maybe its a skill question? well again this is tricky.. the "in the face" approach is actualy just easier to implement than some subtle thing people may even oversee (gasketball) completly. but maybe turn the view around.. what if there was no iap and the difficulty was still that high. then of course it would be just a "hard" game and itll be the demons soul of wipeout clones ? again i don't know the games specific but there are no other ways to gain thoose elements than to pay up? sounds odd for a paid game with iaps boosts they won't change.. freemium is here to stay and its gaining momentum not losing it.. and honestly on a mobile platform it makes the most sense due to various reasons so i'm not baffled in any way by its success on mobile but there are still some (not sure if you are) persons who believe that mobile gaming is in any way the new "consoles" again this is "normal" pratice for developers who think or planned that iap is not the main monetization but to expand the income "tail" longer than a normal even higher priced game would generate. again halfbrick did it several times with huge sucess. you are guessing the developers intention and are getting upset about yourself since you made that assumption. what i read from the critic is that the ballancing of the game is off and needs to be tweaked. Gain more currency or whatever from races, make boost cheaper or whatever is neccessary to have a better smoother progression through the game with less "bumps in the road" all very tricky and there is a reason why monetization is a seperate department in bigger games companies. innocent till proven otherwise in my book. But of course its your right as a customer to be dissapointed with it. But some people really get upset about a couple dollars and loose all relations to reality with it. Mobile games are way to cheap and this mindset is so string in the heads nowerdays thats its hard to argue about it. you spend 3$ they spend alot more to make this game. Now the ball is obviously in their court and its their call to make what happens next and how to turn the dissapointed customers into happy ones. then again its all about numbers and money again. If id sold 100 copies at 2,99 and need tenfold that money to "fix" the issue half of my current customers have its obviously usually not happening due to money constrains or otherwise. people often like to detach the difficulties of game developement from the final price point but at the same time point their fingers at the greedy indie developer. again the ball is in their corner, if they have the power to throw it back.
I know when I bought Asphalt8 for a dollar it became free a few months later and they actually gave me a view boosts for being an early adopter. Two dollars in IAP bonuses for your early adopters might be a nice thank you
Well this is not true. Of course you don't need to buy boosts to win a race and you can earn money easily - you collect money during races and you get money for completing cups. The game is not build around iaps but around economy - you get money for races and you get money for winning cups. You can spend the money to get additional bonuses (all bonuses can also be found on the circuits), but you can also race without them. Anyway there's no one single element in the game that requires buying an iap. All iaps are with extra money and can be treated as a shortcut to achieve your goal. If you buy extra money you spoil all the fun of the economy of the game. As said above every element of the game can be unlocked without paying an extra dime. If you run out of money you can repeat a cup, you can play races in Single Race mode, you can get some extra money in Bet Mode in Multiplayer, and so on. This said I am sorry but I will no longer participate in the discussion on this specific topic with Awp69, because it's writing the same stuff over and over again and maybe it was a mistake for us to join the forums, because right now it is some kind of pointless argument. We joined the forums to help players, get some feedback which would allow us to improve our games, to talk with players on how to improve the experience, etc., and right now I'm afraid to say (don't want to hurt anyone) it's some kind of fight - something we didn't want to take part of. We've put a lot of effort to improve the game, we've listened to the feedback and acted very quick, most players are happy with the changes and we will further improve this title with future updates. However as said many times - this game is perfectly beatable without spending an extra dime and everything can be unlcoked without an extra dime. You can buy some extra money only if you want to beat the game faster, but the gameplay is not balanced around IAPs but around skill. You can treat IAPs as a cheat. That's all from me, getting back to work. Over and out.
I will say that the developer seems to be making an effort to make the balancing issues better, but lost in all of this is that Flashout 2 has great graphics, controls, and gameplay. It is a huge improvement over the first game, and I am optimistic about upcoming updates. It is only a buck now, I say give it a whirl. Highly recommended!