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01-07-2018, 02:17 PM
#81
Hi Nullzone,

While updating graphics assets for a game this old is probably out of the question (cost aside, just getting the original artists on board would be almost impossible), I think you have a good point that the zooming is overkill on larger devices. It was necessary on the older iPhones/iPods to make the game playable on tiny screen, but on iPad might as well have the game zoomed out all the time. As you suggest, on larger devices there's no form factor requiring zooming in, and would be an easy thing to add in an update. If interested to try this (should kill the 'dizziness' factor you mentioned experiencing) let me know and I can shoot you a test flight update for quick test.

Button on bottom right lets you abort mission in progress. You can then restart from part 2/3 or part 3/3 if (for example) you aborted during part 3/3.

Units dish out random damage, so an undo move feature could be abused to cheat. Some of the strategy resolves around piling on damage and that bit of luck factor when you can max out damage to just barely take out an enemy unit. It would be almost like having an undo in blackjack after you hit and bust.

Not sure what you mean about lack a next/prev unit button. You want a way to tab through units without having to tap to select? The order in which units are selected/moved is important tactically. I guess this is where a "guard" and "delay" option would be needed. Wouldn't be a hard thing to incorporate, but would clutter screen with additional buttons.

"End Turn" pops out automatically if every unit has already been moved (and you have nothing left to do). It can be used to end with some units not having moved and the extra tap in that scenario is to prevent that from happening by accident.

Take it easy, and if you don't mind I'd like to hit you up by PM if/when we start working on a proper sequel.

Phil

Quote:
Originally Posted by Nullzone View Post
First of all, thanks again for the promocode!

Now, here we go:
Yes, it works perfectly fine on the Pro, no black bars or anything. The UI and non-unit graphics look really good too.
But the pixely units are ... well, too pixely. Matter of taste, I know (some folks even like this kinda stuff, I hear ) , but not my cup of tea.
This would be somewhat forgiveable (it's just about hitting my "too pixely" threshold), if
a) the rest of the graphics wouldn't look so clean and crisp, making the pixelstuff stand out even more in sharp contrast.
b) the camera wouldn't zoom in for moves/attacks, showing the pixel figures in all their "glory".

Other than that, after playing two scenarios, my first impression is that this could be a good game.
However, it clearly shows its age as things I expect are missing. Such as:
1) No "undo move", no "replay last turn", no "restart mission" options.
2) Doubletap instead of singletap to attack.
3) I had "no move confirmation" here, but just found the option to turn that on in the menu But I didn't expect it to be there, to be honest.
4) No "next/previous unit" button(s). Not that you need them early on when you only have 4 units. But I expect that my army gets larger, and once I am past 10 units or so, I really like to have that.
5) "Guard" (basically "end turn for this unit") and "delay" (till I moved all other units) are missing as well.

On top of that, the constant camera zoom in/out when moving/attacking is extremely annoying and, much worse, made me a bit dizzy after like only 5 minutes or so (played first two missions). In addition, I settled for playing on max zoom out after under a minute, and after every move/attack I need to zoom back out again.
Then, I always see the Gamecenter icon at the top middle of the screen. Distracting, shouldn't be there.
Why does the "End Turn" confirmation button slide out to the right after you hit "end turn"? While this shouldn't be a problem on smaller devices, on something as big as the Pro it's annoying: I either need to stretch my hand or move it to reach the button after sliding out. As I have RSI, any unneeded movement/action is extra bad in my book. And I have large hands and long fingers, put next to each other vertically, they cover almost 2/3 of the screen in landscape position. For people with smaller hands I imagine this to be even more annoying.

Given the age of the game, I do not expect that you update it anymore. But I do hope that you take the above feedback into account when/if you make another one.

I'll play a bit more later, mainly to check if the getting dizzy happens again.
01-07-2018, 03:26 PM
#82
Joined: Jul 2013
Location: Europe, CET
Posts: 3,352
Hi Stroffolino,

thanks for the fast reply!

re Updating Assets (or whatever):
As I wrote earlier, especially for a game this old I do not expect that, so no worries.
And thanks for outlining the reason behind the zoom-in, I totally didn't pay attention to how it might look/work on smaller screens.

re "Abort mission" button etc:
Thanks for clarifying. Then I suggest you mention that clearly somewhere, e.g. during the tutorial (or on the popup for confirming that you want to quit). With the current wording, it is not obvious at all what is going to happen when I say "yes". Polish the explanation you just wrote a bit, and you should be good: e.g. "When you confirm, you will abort the current battle, without any losses. You can then restart it from the mission selection screen and try again."
But, here's the thing: I am lazy If I can get the same with less clicks, I'll take that option, thanks Look at Hex Commander (thread here: http://forums.toucharcade.com/showthread.php?t=315692 , it's free) for example: They have an "undo/restart last turn" button, presented together with the "start next turn" button. Then, in their battle menu, they have options to restart the current turn and to restart the whole mission. Very handy.

re "Undo Move":
Ah, sorry I didn't write it clear enough earlier: Same example as above, Hex Commander also has an "Undo Move" option (with subpar UI, admittedly). It does what it says on the tin: The current unit's movement is reset, and *only* that. It does *not* allow to reset attacks and try them again (which I'd consider as "cheating" too, for lack of a better word).

re "Next/Prev Unit":
These would just cycle you through your units, so you don't have to select them manually. From experience, this can be faster on larger maps than manually scrolling around the map to find a unit.

Re "End Turn" button:
The issue for me isn't that the confirmation button is there. The thing is that its position is further to the right than the "end turn" checkmark button in the bottomleft corner that you need to tap first to get the confirmation button. Would be better on the big screen if the two are at the same position. If accidental confirmations worry you, can I suggest to switch to and/or consider the following for further games: In Planar Conquest you need to tap and hold for about 3 seconds on the "end turn" button to end the turn. During the hold, a circle around the button fills up in a different color, giving you a visual indicator how much longer it will take and how far along you are already. Very intuitive, clear and simplistic (which is good), in my opinion.

Re Testflight:
Sure, let me know when you have a build ready and I'll send you my Testflight email.

Re Sequel:
Of course I'm interested, beep me whenever you want
01-07-2018, 03:29 PM
#83
Joined: Jul 2013
Location: Europe, CET
Posts: 3,352
Oh, almost forgot about the screen clutter from additional buttons:
Yes, of course agree that this clutters the screen more.
However, simple solution: Make a fold-out menu like Planar Conquest has for the army commands on the map: One button, you hit it, and a menu drops down (or up, in your case) with more buttons for the different commands (like Auto-Scout, Split Army).
01-07-2018, 05:22 PM
#84
Joined: Jul 2013
Location: Arizona, USA
Posts: 954
I used PWALTHNXLT6A. Thank you. I had not heard of this game so looking forward to trying it out.
01-18-2018, 08:28 AM
#85
Joined: Jul 2013
Location: Europe, CET
Posts: 3,352
Feedback on the new build

Hi Stroffolino,

thanks for sending me the Testflight build.
The new version plays a lot better for me on the big Pro, without the map-zooming the whole thing is much more "visually quiet" and I didn't get the dizziness feeling anymore.
Well done!