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07-04-2013, 09:20 AM
#71
WTC 3.1 is out, with a handful of fixes for hotseat skirmish (local player vs player) mode.
On sale for $1.99 now through July 4th weekend.
12-16-2014, 11:54 AM
#72
World to Conquer 3.2

World to Conquer 3.2 is available now, with iPad improvements and iPhone 6/6+ support. The "Move Confirm" step now optional (off by default), which is great on the larger devices.

01-03-2018, 10:47 AM
#73
Apple's been periodically threatening random developers to remove older (perfectly working) games that haven't been updated recently, giving "30 day notice." I took this opportunity to rebuild WTC with latest Xcode and update. No functional change in this go-round, but did a full play through as part of testing and took lots of notes.

Among other things:
- "Into the Fray" part 1 is indeed very hard, and probably merits tweaks. I can beat it about 1 in 2 attempts by sneaking my ninja over the top to hide in the upper tree, while moving all my other units to the southwest as a distraction. Then have the ninja make a mad dash for the exit once the coast is clear.
- I agree with some of the older comments in this thread that the game would be even better with better story and more traditional RPG elements, including identifiable heroes that can be leveled up. Right now, it's a collection of standalone fantasy themed chess-like battles, loosely tied together into a generic . You can acquire advantages in multi-part battles by keeping your units alive, but that doesn't carry over any advantage to the next battle.
- lots and lots of ideas for sequel/major update, but we'll see - a lot cooking on the back burner.

If anyone missed out on this first time around, I plan on sharing promo codes later this weekend.
01-03-2018, 02:08 PM
#74
Joined: Mar 2010
Posts: 449
Quote:
Originally Posted by Stroffolino View Post
Apple's been periodically threatening random developers to remove older (perfectly working) games that haven't been updated recently, giving "30 day notice." I took this opportunity to rebuild WTC with latest Xcode and update. No functional change in this go-round, but did a full play through as part of testing and took lots of notes.

Among other things:
- "Into the Fray" part 1 is indeed very hard, and probably merits tweaks. I can beat it about 1 in 2 attempts by sneaking my ninja over the top to hide in the upper tree, while moving all my other units to the southwest as a distraction. Then have the ninja make a mad dash for the exit once the coast is clear.
- I agree with some of the older comments in this thread that the game would be even better with better story and more traditional RPG elements, including identifiable heroes that can be leveled up. Right now, it's a collection of standalone fantasy themed chess-like battles, loosely tied together into a generic . You can acquire advantages in multi-part battles by keeping your units alive, but that doesn't carry over any advantage to the next battle.
- lots and lots of ideas for sequel/major update, but we'll see - a lot cooking on the back burner.

If anyone missed out on this first time around, I plan on sharing promo codes later this weekend.
I am very much interested in your game. I'll take a promo code if you have one. blebhertz@yahoo.com
01-03-2018, 03:14 PM
#75
Joined: May 2010
Location: Burlingame CA
Posts: 2,443
I downloaded it ages ago but never played it much.
01-03-2018, 03:57 PM
#76
Joined: Jul 2013
Location: Europe, CET
Posts: 3,484
Looks interesting, despite the pixely graphics and the limitations you list in your post.

Did you update for the big iPad Pro's screen too? If not, do you know what it looks like playing on one (i.e. I would prefer to not have blown-up graphics from a smaller iPad screen, let alone iPhones; or only partial use of the large screen, with black bars somewhere)?

Do you plan on doing a thread with the promocodes, or to give them out individually? If the latter, I wouldn't mind receiving one as well. You'll definitely get feedback in return.
01-07-2018, 09:44 AM
#77
Sent promo codes directly to Nullzone and blebhertz via PM.

As promised, here's a batch more:
XJE6RKYE4PRY
FET7TYE9FR67
PWALTHNXLT6A
W33H3J4F9XNT
PE7K94HEPXN4

I'm in the process of getting an iPad Pro (mainly for Card Shark Collection). WTC was developed long before iPad Pro existed, and while it should present fine (no black bars, etc), art assets don't exist at resolutions that would take full advantage of iPad Pro resolution.
01-07-2018, 10:29 AM
#78
Joined: Jul 2013
Location: Europe, CET
Posts: 3,484
Thanks a lot, very much appreciated!
Should have time to check later today and report back how it looks and plays on a Pro.
01-07-2018, 10:57 AM
#79
PE7K94HEPXN4 Taken

Thank you. I'll post my impressions after playing. I look forward to trying.
01-07-2018, 12:45 PM
#80
Joined: Jul 2013
Location: Europe, CET
Posts: 3,484
First bit of feedback

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.