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  #21  
Old 01-12-2013, 07:31 PM
Bloko Bloko is offline
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Join Date: Mar 2012
Posts: 333
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By the way, thank you devs for doing IAP the right way!
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  #22  
Old 01-13-2013, 02:46 AM
BrokenKings BrokenKings is offline
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Join Date: May 2009
Posts: 279
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Quote:
Originally Posted by Sanuku View Post
YouTube: video
Nice, it's always good to "peek over someones shoulder", so to speak, and see how they play the game. Can be rather informative.

Quote:
Originally Posted by Bloko View Post
By the way, thank you devs for doing IAP the right way!
Thanks! We tried hard to come up with a model that was fair for users
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  #23  
Old 01-13-2013, 06:14 AM
RichRuzz RichRuzz is offline
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Join Date: Aug 2012
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Looking for people to play with/against. RichRuzz on GC
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  #24  
Old 01-13-2013, 03:13 PM
Mithel Mithel is offline
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Join Date: May 2012
Posts: 16
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I purchased a few of the magic units, but I can't figure out how to deploy them in a battle. What am I missing?
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  #25  
Old 01-13-2013, 06:05 PM
BrokenKings BrokenKings is offline
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Quote:
Originally Posted by Mithel View Post
I purchased a few of the magic units, but I can't figure out how to deploy them in a battle. What am I missing?
Click on the button/banner in the shop screen that says roster. It's on the top center of the screen. You can switch out your army there.
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  #26  
Old 01-16-2013, 04:13 PM
CalinR CalinR is offline
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Join Date: Jan 2013
Posts: 6
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Hi guys,

I like the game so far, it has that respectable FF Tactics visual style, while being vaguely reminiscent of the old Fire Emblem series. I'm curious and excited to see what else y'all come up with. I've been playing RTSs since Warcraft 2 was released on floppies lol, so I'm happy to see the inclusion of features like resource management and active harvesting on your game.

I do have 2 questions/suggestions and a bug notification:

- are you planning on adding a skirmish mode with customizable battle settings, e.g. opposing general, background map, AI army composition, etc.? Quick play mode is an reassuring indication of your future plans, but the potential your game has is huge imo.
- would it be possible to add some vaguely detailed unit descriptions in the roster? The current interface is not intuitive and makes army building a bit of a roll of the dice. For instance, there's clearly a diff between your two basic infantry types, where the stronger one can take out 2 of the weaker ones before dying. It'd be nice for new players if that was written somewhere.

- BUG: when I click on anything that can prompt a window appearing, such as the "perfect" notification in an post battle screen, or a unit description in the campaign "upgrade store" (the in-game tech points one), the same window can pop up with subsequent clicks ad infinitum, thereby resulting in several iterations of the same message overlapping. This isn't a huge deal except it prevents you from exiting the campaign "upgrade store" unless you go to the main menu, or minimize the app. I hope this helps.

Thanks a lot, and good luck with the game, y'all made a quality product in a market saturated by low quality clones.

Last edited by CalinR; 01-16-2013 at 10:59 PM..
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  #27  
Old 01-17-2013, 09:36 AM
BrokenKings BrokenKings is offline
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Join Date: May 2009
Posts: 279
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Quote:
Originally Posted by CalinR View Post
Hi guys,

I like the game so far, it has that respectable FF Tactics visual style, while being vaguely reminiscent of the old Fire Emblem series. I'm curious and excited to see what else y'all come up with. I've been playing RTSs since Warcraft 2 was released on floppies lol, so I'm happy to see the inclusion of features like resource management and active harvesting on your game.

I do have 2 questions/suggestions and a bug notification:

- are you planning on adding a skirmish mode with customizable battle settings, e.g. opposing general, background map, AI army composition, etc.? Quick play mode is an reassuring indication of your future plans, but the potential your game has is huge imo.
- would it be possible to add some vaguely detailed unit descriptions in the roster? The current interface is not intuitive and makes army building a bit of a roll of the dice. For instance, there's clearly a diff between your two basic infantry types, where the stronger one can take out 2 of the weaker ones before dying. It'd be nice for new players if that was written somewhere.

- BUG: when I click on anything that can prompt a window appearing, such as the "perfect" notification in an post battle screen, or a unit description in the campaign "upgrade store" (the in-game tech points one), the same window can pop up with subsequent clicks ad infinitum, thereby resulting in several iterations of the same message overlapping. This isn't a huge deal except it prevents you from exiting the campaign "upgrade store" unless you go to the main menu, or minimize the app. I hope this helps.

Thanks a lot, and good luck with the game, y'all made a quality product in a market saturated by low quality clones.
-Skirmish mode: Yes, a more customisable QuickPlay feature is indeed in the queue for a future update
-Unit descriptions: Indeed, we'll be looking into some way to provide more info for the units.
-Bug: Thank you for bringing that to our attention! We will be sure to squash it >=^D

Thanks so much for your feedback!
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