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  #31  
Old 11-16-2013, 12:31 AM
Balders Balders is offline
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Really like Ola's cute and tidy art style.

Not only does it have a nice 16-bit era feel in general, but there's a distinctive Amiga flavour that reminds me of some of the colourful pixel work on that platform by artists such as Chris Sorrell and Rob Levy.

Love it.
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  #32  
Old 11-16-2013, 02:08 PM
Lazer Kat Lazer Kat is offline
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The controls don't feel intuitive. When playing Nible Quest, for example, the charecter can maneuver very quickly and easily. This doesn't feel nearly as good.

I don't like this game at all, but for some reason I just keep playing it, and playing it, and playing it. Maybe I do like it. Idk.
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  #33  
Old 11-28-2013, 03:55 AM
krolis krolis is offline
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Hello everyone!
The game is been reviewed on Russian website AppStudio.org. Also there is a drawing of codes going on there.
If you would like to participate (and get the SL Seasons for free!), be sure to head over to this page and participate. The answer to the task you can send to me by TA private mail. Be quick, codes won't last long! First people will get the codes!
The task is:
In the 4 listed pictures (bottom part of the review) you need to find the longest way starting from the red square. You are only allowed to go in the directions: left, right, up, down. No diagonal moves, no moves twice from to the same square. Like Sunday Lawn rules, no more
As an answer, be sure to count the number of squares which didn't get into the longest line, and then assemble the number XYZQ, where X, Y, Z, and Q are the number of missed squares in 4 respective pictures!
The page address is: http://bit.ly/AS_SLS
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  #34  
Old 01-14-2014, 04:04 PM
RoundPiplup RoundPiplup is offline
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I really like this game, and I am still trying to buy all of them. However, I found that some games lacks the full screen for iPad or iPhone. Basically, I really do like playing in full screen through.

Also, I know IAP usually decreases ratings. Some things like...
IAP blocking access to levels
IAP blocking access to modes

Basically, you know what I mean. But the IAP you placed in this game seems good for now. Putting too much IAP or putting unfair IAP would ruin the game. It's just a warning in my opinion. I'm not really blocking you from doing it.
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  #35  
Old 08-10-2014, 10:47 PM
nightc1 nightc1 is offline
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Not sure if the dev still checks for updates to this thread... Maybe I'll send an email later. Anyway, I want to love this game but the controls get on my last nerve. Touch swiping doesn't feel very precise for changing direction withou hitkg a wall first. Arrow controls are laid out in such an I intuitive way that its hard to adapt. Any chance the game (and the original) could be updated with a basic d-pad? Traps N Gemstones is just so polished with the controls in mind that its really hard to go back to this. Same for Gold Miner Joe. Would love something closer to Traps. Now that would be great.
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  #36  
Old 08-11-2014, 09:01 AM
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DonutGames DonutGames is offline
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Quote:
Originally Posted by nightc1 View Post
Not sure if the dev still checks for updates to this thread... Maybe I'll send an email later. Anyway, I want to love this game but the controls get on my last nerve. Touch swiping doesn't feel very precise for changing direction withou hitkg a wall first. Arrow controls are laid out in such an I intuitive way that its hard to adapt. Any chance the game (and the original) could be updated with a basic d-pad? Traps N Gemstones is just so polished with the controls in mind that its really hard to go back to this. Same for Gold Miner Joe. Would love something closer to Traps. Now that would be great.
I don't think the controls from Traps (which we are very happy with) are directly transferable to other games, e.g. Gold Miner Joe, basically because the gameplay in Traps was designed particularly with the d-pad in mind.
Whereas Gold Miner Joe is originally a game from our PC/Mac era, with keyboard (cursor keys + ctrl + shift + space) and joypads in mind.

I'm not sure the placement used in Traps (the up + down arrows in a horizontal row) would feel natural for all the ladder climbing in GMJ.

We will, however, update GMJ and both Sunday Lawn games with MFi controller support, which will suit these games perfect.
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  #37  
Old 08-11-2014, 11:01 AM
nightc1 nightc1 is offline
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Originally Posted by DonutGames View Post
We will, however, update GMJ and both Sunday Lawn games with MFi controller support, which will suit these games perfect.
Won't really help me with iOS 6.1.3 on a 4S to have MFi support... but I guess it's something some people will appreciate.

Really, if the buttons could be moveable in these games, then I could just arrange them how I'd find them most useful and there'd be really no room for complaining. It's just odd jumping side to side with the button controls in this game rather than just using a single right thumb and being able to easily change directions like most every other game out there with a virtual d-pad.

I know that's asking a lot... but hey as a thanks for all the great games I bought Castle Smasher & Bricks of Camelot. SO that brings the total owned to 21 games!
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  #38  
Old 10-06-2014, 01:15 PM
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DonutGames DonutGames is offline
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Default MFi support

MFi support added in today's update, along with iPhone 6 compatibility.
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