|
#361
|
|||
|
|||
|
Quote:
Good luck on spreading the word! |
|
#362
|
|||
|
|||
|
Quote:
Your cynicism blows my mind. All of my friends actually bought the game after playing it. Did all of yours? Last edited by athros; 04-25-2012 at 05:10 PM.. |
|
#363
|
|||
|
|||
|
spend 6 months dealing with jackasses here on the forums and you'll be as cynical as me.
And yes... I got plenty of friends as well as others I wouldn't call friends to buy the game TYVFM. |
|
#364
|
|||
|
|||
|
Quote:
I'm glad you've gotten people to buy the game. That's great. Some people know the fight that binaryhelix is in, and are willing to help if they are able. Since there wasn't enough exposure, I know a few people, and know how to get in touch with a couple more. Is it a lot? Nope. Hell, I can't even guarantee they'll listen and do a review / give coverage. I can only say "I talked to some people, they might be sending you an email/PM/letter via USPS/Bat signal." Do I know any of these people personally? Nope. I've been doing market research for my own creation, and have compiled a list of names and email addresses to send emails to to try to get the word out. Least I can do is send an email to them and say "Hey, you should review this kickass game. It's sweet." Some reviewers require a promo code for a "review copy" of the game so they can review it. Standard fare in the industry. My fault for thinking that there was more exposure and sales. If I had known sooner, I would have acted sooner, but with much less information, since my research has ramped up in the last couple months. |
|
#365
|
|||
|
|||
|
there's enough people here on the forum that aren't jackasses to keep me posting... and yeah, I know it's 'standard fare in the industry' - I'm a reviewer...
|
|
#366
|
|||
|
|||
|
Wow I'm loving this game, best iPhone game I have ever owned.
I have left a 5 star review. I'm studying game making so I will tell everyone at uni, not much but everything counts. You should offer 30 free. Copy's in exchange for iTunes reviews, unfortunately with a 3 star iTunes review it will denture buys. As I was saying what an Awesome game for a two man dev team, very nice work, just a few issues I have. Still no manuell :0 I rock up at a faction a hq they tell me what I get once, can't find that Info anywhere. Docking is horrible slow, warp Into system, click home onto dock, wait 2k away from dock stop, have too boost once more to get 100 meters closer to even dock. Crap. It scene have to skip, presto docked. Shits me to tears. The same goes for undocking, why can't I just shoos my warp from inside the dock then it does everything auto right upto and including when I'm 10k away from dock. For example I undock choose a warp position so it auto speeds me up to get too 10k distance, then at 10k it stops and does t warp so I have to re choose warp location. For the love of god why. Why not after I have warped into a system, I click approach dock button, ect normal approach. Then At 2.2 k it doesnt slow to a dead 💩💩💩💩en stop but transitions into the docking loading screen. I shit docking cut scenes, no extra. Clicking for me, saves my. Batter and doesnt make me rage quit because it's so 💩💩💩💩e. Annoying to do things so repetivly. Other than these great game, just polish it a little. Before you decide to add more Content. |
|
#367
|
|||
|
|||
|
It sucks to hear that you guys aren't breaking even. It really is a great game, if a bit rough around the edges.
Heres to hoping sales pick up soon. |
|
#368
|
|||||||
|
|||||||
|
Quote:
By the way, I've been in contact with Space Sector and Space Game Junkie and have sent them PC builds. Space Sector seems to focus more on strategy space games, so the owner tells me, though he did leave open the door for a review down the road. (We're still "negotiating.") Space Game Junkie has had us on their review list since about January. He has been swamped by all the new games coming out it seems, but we may be getting close to the top of the pile. Have not had any luck with Rock Paper Shotgun, Touch Arcade, Slide to Play, or Touchgen. I'll try to get a copy to the Cynical Brit next. Maybe a Kickstarter campaign might help, too.Quote:
![]() Quote:
Quote:
Quote:
Quote:
Quote:
Thanks! We'll continue to improve it based on feedback. |
|
#369
|
||||
|
||||
|
OK, we're doing a big push to improve the UI and dogfighting mechanics for this next update. Let me know your thoughts on the following...
Now, docking, gating and warping are continuous and you don't have to press the same button once you're within range. If you need to transit to warp limit range or within docking or gating range, then the ship will automatically do that first. So when you press the warp button, it'll ask you for the destination and then do everything to make it happen. You can also help the autopilot as usual by turning on the afterburner or using your micro warp drive. We're going to remove all the autopilot buttons like F)ollow, K)eep at distance, O)rbit, Dock/transit, Warp/transit, Gate/transit and put them into a new radial menu. This will significantly declutter the screen. You press a single button or key, and the radial menu pops up with the autopilots listed in the bottom hemisphere. The top hemisphere of the radial menu will now list your two wingmen and their controls: attack target, aid target, ignore target. It will also pause the game at this point letting you plan your strategy. We'll call this the "Wingman control and maneuvers" radial menu, or "wing & maneuvers" for short. While you're in the wing & maneuvers menu, you can also change target by selecting it from the Contacts list. I'd like to have the camera zoom to your target so you can see it, but am curious if you think this is a worthwhile feature to add. Another big change and one that will improve performance: we're going to add a single big red button for the laser and mass accelerator weapons and make these modules passive (no more having to click on each module). Each ship gets a free tech 0 laser which is good for limited mining in core security systems and perhaps act as a poor man's dogfighting laser. (The GalCOP regulations in the Dangerous universe require every space-worthy vessel to have at least a minimal laser and tractor beam to ward off debris, etc.) Then each laser module or mass accelerator module you add will increase the damage of this single laser and add specific elemental damage (EM/kinetic/gravitic). The thinking here is that having to press each module button to activate a laser is cumbersome. And with the red button always available even if the modules are currently hidden from view, this lets you dogfight much simpler. Each press activates a single cycle, or a double tap turns on auto-repeat. Should we give each ship a free tech 0 laser, or do you think this makes the mining too easy? The same principle will be used with gravitic bombs, but you won't get a free grav bomb launcher with each ship. Instead, you'll have to add at least one grav bomb module. But each grav bomb module you add will increase the strength and duration, and possibly decrease the cool down. Each grav bomb module will become passive (no individual buttons now) and be activated by a single button that is situated near the laser button. We're also considering using the radial menu for the module display and also pause the game when it is out, but will need feedback from players before we go this route. Do you think the radial menu for modules will reduce the clutter or will this one extra step slow down combat too much? Feedback welcome. Thanks, Linh |
|
#370
|
|||
|
|||
|
Those sound amazing and frankly, much needed. I really think that all you're missing with this title is some polish and streamlining, and then you'll see some serious attention.
I really like this game, enough that I deleted GoF2. It's got mad depth and actually feels vast and mysterious, like space should/would, instead of the small sameness of GoF2 or that truly horrible Warpgate game. However, Dangerous is just so fiddly to play at points. I like to play games when a little buzzed, and the multiple steps for every little action are a buzzkill. Add in the ugly menus and things like the stretched splash screen and the bugs and the clipping during docking and through planets when warping, and yeah. It's got a niche, but in it's current state I feel that the only people who can look through all of the above are people who still fire up Frontier: First Encounters and/or Eve Online addicts. No offense meant. I really appreciate that this game exists for those times I have the patience for it and I further appreciate that you seem committed to honing it into something truly special. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|