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05-26-2011, 09:11 PM
#21
Joined: Oct 2008
Posts: 4,430
Any video of the game play?

The Unofficial Touch Arcade's Captain Slow(TM)

Honestly, I was never terribly good at games. - Finch (PoI S2E16)
05-26-2011, 10:08 PM
#22
Joined: Jul 2010
Location: Canton, Ohio
Posts: 3,230
These are the only videos I could find.


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05-26-2011, 10:40 PM
#23
Joined: Nov 2009
Posts: 5,146
A few other issues that have cropped up:

Already been mentioned, but the ability to move the group as a whole is sorely needed.

Way too much micromanagement in general is involved. If my fighters are being attacked from range surely it's not too much to expect of them to face and engage their attackers instead of standing like statues until dead?

Getting your characters to execute commands needs to be made simpler. If I already have a skill selected tapping on an enemy should execute it immediately; I should not need to double-tap. That is just one example. In general I find too often a character dies not through my lack of tactics or an error in judgement but rather through my inability to issue commands efficiently enough through the interface, or the character's complete inability to execute the simplest tasks autonomously.

None of the above are game-breaking flaws. Simply more polishing and a bit more thought is required to turn this game into a smoother running experience. Party movement and issuing of tactics is the first step.
05-27-2011, 02:16 AM
#24
Joined: Aug 2010
Location: Germany
Posts: 497
good morning everyone!

Quote:
Way too much micromanagement in general is involved. If my fighters are being attacked from range surely it's not too much to expect of them to face and engage their attackers instead of standing like statues until dead?
thanks you for your feedback Gabrien!
part of the gameplay is the fact of controlling all four characters. that's why we implemented the tactical pause. this feature is ESSENTIAL for the player to successfully smash his enemies. without the heavy use of it, you will get a severe beating in many situations.
nevertheless, we will talk about your suggestion of auto-attacking player characters. at the moment I am not sure if such a feature would make many exciting and fun moments of the game superflous.

Quote:
Getting your characters to execute commands needs to be made simpler. If I already have a skill selected tapping on an enemy should execute it immediately; I should not need to double-tap.
I guess you mean the fact that the characters first finish their current skill action?! you don't have to double tap, the character just has to finish the skill that has been activated before.
would you like it more if a skill gets interrupted when you choose to use another skill instead? did I understand your problem you correctly?

the game has a learning-curve, not steep, but it's there. it's no TinyWings (which is a good game btw).
05-27-2011, 03:00 AM
#25
Joined: Nov 2009
Posts: 5,146
I guess in a real time strategy game I just expect the AI to be capable of reacting on its own in at least the most basic ways. If one of my characters is being attacked while standing there doing absolutely nothing I expect him to retaliate on his own instead of continuing to stand there until he dies.

Example: party stands in a "two hand to hand fighters in front, mage and archer behind" formation. A ranged attacker approaches from the front and proceeds to fire at one of my tanks. My character stands in place oblivious to being damaged until I actually click on him, click on his attacker and then click on his attacker again. Only then will he take the three steps forward required for him to be within melee range and commence attacking.

Essentially what you have made is a turn based strategy game which plays out in real time. It cannot work well that way. Adding the pause function isn't a solution. In a real time game certain concessions must be made; one is lessening the amount of micromanaging to task the player with.

Now, I am still playing and still learning. But these are my impressions as I'm going along.

Last edited by Gabrien; 05-27-2011 at 03:05 AM.
05-27-2011, 03:32 AM
#26
Joined: Feb 2011
Posts: 1,400
Quote:
Originally Posted by Gabrien View Post
I guess in a real time strategy game I just expect the AI to be capable of reacting on its own in at least the most basic ways. If one of my characters is being attacked while standing there doing absolutely nothing I expect him to retaliate on his own instead of continuing to stand there until he dies.

Example: party stands in a "two hand to hand fighters in front, mage and archer behind" formation. A ranged attacker approaches from the front and proceeds to fire at one of my tanks. My character stands in place oblivious to being damaged until I actually click on him, click on his attacker and then click on his attacker again. Only then will he take the three steps forward required for him to be within melee range and commence attacking.

Essentially what you have made is a turn based strategy game which plays out in real time. It cannot work well that way. Adding the pause function isn't a solution. In a real time game certain concessions must be made; one is lessening the amount of micromanaging to task the player with.

Now, I am still playing and still learning. But these are my impressions as I'm going along.

I figured since you've probably played them all, could you share your thoughts between the big hitters of the past (100 rogues, SoF) and the current contenders (Pitman, Companions)? I blind-bought Pitman and looking forward to trying it out, haven't even fired it up yet.

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05-27-2011, 06:15 AM
#27
Joined: Jan 2010
Location: Helsinki
Posts: 39
This is interesting looking. I liked Battleheart, and this seems like a similar concept. I also like the fact that this is an iPad only game, meaning it was designed specifically with the iPad screen size in mind. (I'm sick of iPad games being mostly an afterthought from the iPhone version).

I'm kinda worried about spending $4.99 on a game that has 10 hours of content, though. I was hoping for perhaps randomly generated levels and items, etc. I'm really tempted, though, but perhaps I'll hold off for a proper review from here or pocket gamer, since this forum thread doesn't really have any detailed opinions (apart from Gabrien's observations).
05-27-2011, 06:19 AM
#28
Joined: Aug 2010
Location: Germany
Posts: 497
hey rozetta,

please keep in mind that the 10 hours are only for the campaign game with ONE of the possible party combinations. then add the single maps (three at time with highscore leaderboards) and the randomized loot and (sometimes) random creatures and you have much, much more than 10 hours of playing time.
05-27-2011, 07:09 AM
#29
Joined: Jan 2010
Location: Helsinki
Posts: 39
By randomized loot, do you mean randomized stats on loot or just a random chance of looting one of the 100 possible item types?

Are the single maps a single room?

Lastly, is there a possibility that you'd add an endless mode with randomly generated maps?
05-27-2011, 07:20 AM
#30
Joined: Aug 2010
Location: Germany
Posts: 497
Quote:
By randomized loot, do you mean randomized stats on loot or just a random chance of looting one of the 100 possible item types?
Both, randomized stats and drops! (unique items are always the same of xourse, but have a lower drop chance)

Quote:
Are the single maps a single room?
one of the maps is a big arena with a unique play system (you can play the map when you beat the 3rd level of the campaign), one a labyrinth in a pac-man style where you collect gold and get pursued by skeletons (gets available at the beginning of map 2 of the campaign) and the tutorial, a medium sized map with one large room and several small others, where you find no loot and have to survive as long as you can.

Quote:
Lastly, is there a possibility that you'd add an endless mode with randomly generated maps?
as it is now, no. but who knows what'll be in half a year?! we will add more single maps, that's for sure.