| View Poll Results: Do you like the controls? | |||
| I love the controls! |
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22 | 18.97% |
| I like the controls. |
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27 | 23.28% |
| The controls are okay. |
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31 | 26.72% |
| I don't like the controls. |
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14 | 12.07% |
| I hate the controls! |
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22 | 18.97% |
| Voters: 116. You may not vote on this poll | |||
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#121
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Just thought, would love a 'practice' mode. In the old classic Turbo Esprit you could practice and basically drive around a city without any enemies so you could practice a few turns here and there or just go around exploring. Be great if you could do that here, no enemies, just the city to drive around.
Also if you bumped into a car/item you were hit with a fine, so the trick is to just drive around and try not to hit anything. |
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#122
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I managed to grab this before it got pulled last week... FREAKIN LOVE IT!!!!!
IMO $2.99 well spent. |
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#123
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^Make sure you leave a review if you like it (or dont). Think games like this have to be encouraged, leaving reviews in the app store will help
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#124
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Not currently but it is on our list! We are also adding Open Feint soon.
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#125
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Now why would you go and do something like that?
For some reason Feint seems to be getting buggier and buggier with every new version and I've actually seen people request it being taken out of certain games.
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#126
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Quote:
On top of that, they claim they added additional physics to 4s and iPad 2, I have a 4 and MMR, RR, RG just to name a few have mind boggling physics and the 4 handles them with ease, so why only the latest hardware for such a easy thing? |
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#127
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Some criticism - I will never understand until the day I die why developers seem compelled to create control methods that practically force the player to go nuts - fighting games that encourage button-mashing, driving games where half the game is about skidding wildly all over the place - and then they put levels in where you have to do the exact opposite and you can't get any further until you do.
I tried the first challenge maybe twenty times and could not get more than two stars - this is something you've pretty much got to a few minutes into the game, and it just felt wrong hitting a wall that fast and having to grind stars on the earlier levels. I will also agree, kind of, with the guy complaining - Pixelbite still have the best arcade racer controls I've come across on a mobile format (although on the other hand, you couldn't pay me to play Mini Motor Racing again, ugh), and their production values are also better than this. The game's good, but not triple-A good, sorry. But - for all that I do still like this a lot so far. Might not be absolute top-flight stuff, but it's easy to recommend and I'm eager to play more of it. Even when I was mentally picking at little things I didn't think so highly of... I still wanted to keep playing, which is pretty important, right? |
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#128
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I'm absolutely diss appointed with the way the car moves. It's not close to realistic and just looks plain horrible when compared to games like Reckless getaway and Mini Motors just to name a few. Again, it's not the control scheme that is the problem but HOW THE COP CAR MOVES SO BADLY. Since I already dumped my money in your game, any way you could make it better in an update? |
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#129
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See, I can understand someone not liking the way this game handles, but... okay, I only played a few quick races on Mini Motor Racing, but the cars were absolutely nothing like Reckless Getaway and Reckless Racing. Based on what I played that's not an opinion, it's stating a fact - the cars in MMR had absolutely no weight at all, twitched all over the place at a brief touch on the controls and went flying from even the slightest collision. I'm willing to listen if anyone says MMR gets different later on, though I don't see why it would... but Pixelbite's games give the cars weight and heft. So does this. I'd say it's fairly difficult to get the cop car to follow an exact path, unlike the Reckless games, but at least I felt I was throwing something made from metal around, not five cents' worth of plastic.
The only things I saw that were the same between MMR and the Reckless games were the high production values and the choice of controls. In the few races I played on MMR the way those controls actually felt to use wasn't even close to either Reckless title. Smash Cops has its problems, IMO, but at least it felt like my effort was making a difference to how well I did at the game and wasn't actively putting me off playing any more. |
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#130
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I think this game is fine the way it is. It is an action driving game after all, and not simulation. And this game's action and presentation, is this game's selling point for me.
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