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#21
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@poppichicken @NinthNinja Thanks guys, really great of you to reply to the thread with your comments, so glad you like the game... and the controls
. If you'd be up for telling a few friends about it my brother and I would really appreciate it -- thanks a ton in advance! Cheers! |
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#22
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Having just beaten the final boss, here are my impressions:
This game utterly destroys the majority of iPhone games. Now let's analyse that statement and put some perspective on this. 1 - I do NOT like tilt controls in platform games 2 - I LOVE the tilt control in this platform game 3 - The puzzle elements are clever, imaginative and FUN 4 - The replay value is astonishing. Unlock gear that makes specific hazards no longer hazards - excellent idea and very well implemented. Revisiting levels to beat par times has never been so much fun. 5 - No IAPs at all. Earn gold in-game, spend gold in-game, just how it's meant to be. The best items cost level stars and "Grand Master" achievements, but you don't NEED the best items to reach the end of the game. 6 - This game is the most fun I've had with an iOS game in ages. 7 - You have to figure things out for yourself! Incredible, I know, but this is a PROPER game. 8 - Graphics are very nice! This is a game you think about when you're not playing, and can think of nothing else while you're playing it. The level of care and polish that has gone into this is very high. There are 3 player save slots. One slight negative - the tilt on iPad is not quite as much fun as on iPhone due to the size of the device, but that is always going to be the way. If you haven't got this game, you really need to get it. I'd like to see metalcasket, syntheticvoid and a few others pass judgement on this one, not just because I respect their views but because I think they would enjoy playing it as much as I have. Well done, 2 Ton - this game is excellent. |
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#23
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Quote:
Now, you might still not like tilt controls, but if that is the case I'd say this game simply isn't for you, as opposed to suggesting on-screen buttons be added. With that out of the way, how is the game? Pretty great actually from what I've seen so far. Two issues I do want to mention: character movement at times gets momentarily jerky. Almost as if it skips a frame of animation or two. Could have something to do with tilting or quickly changing direction mid-jump, but I'm not certain. The trip-wires really should elicit some sort of animation/sound effect when triggered. Without it, it just feels a bit cheap or "unfinished." I haven't gotten to any levels with enemies yet, but I would hope the same issue does not persist there. That aside, the game plays well and is really a lot of fun. Easily recommended. |
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#24
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I haven't seen any jerky movement (iPad 1 & iPod Touch 4) and it never occurred to me during the entire game that deaths were missing an animation or sound. Gabrien is right about that, there are no death animations or sounds, but I didn't miss them - definitely a personal preference thing. |
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#25
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@Planetshooter Great of you to share you're thoughts, and thanks for the praise... definitely on the controls, but also on the subtle things: replayability, lack of heavy handed directions and ninja suit powers. We worked really hard to get the right balance on those things.
Putting something out there that is different/unique is darn scary for anyone, but when you really pour your heart into something it's doubly frightening. So it means a lot that you like what we did and are willing to tell others about it. @Gabrien Thanks for taking the time to share you thoughts, so valuable. Not sure about the jerkiness, haven't seen that and we tested in on every device from the 3GS upwards. What phone do you have? Does it happen on every level? Does it seem random or can you consistently reproduce it? I'll look into it for you. As far as animations/fx on death we actually had them in then took them out because we found that it slowed down the retry'ability of a level. Some of the later levels you die a fair number of times and having to see an animation over and over again -- although cool at first gets old fast. Some people notice it and praise us for not making them wait, others, as you said, see it as unfinished. Of course, this was just what we felt and found in our initial testing. Perhaps there is something subtle that we could do that wouldn't be annoying but would add the immersive/finished quality you currently see missing. I'll noodle on it and let you know. @All First off thanks for all the replies and insights, this really is a great community of gamers. I wonder if you might be able to help us out with getting the word out there... Here's where we're at, the game has been out for about 2 weeks, we have pretty depressing sales -- right around 300 units... mostly from friends or friends of friends. No major site reviews (and I've mailed all of them) -- although a few smaller site reviews are coming. And this general hurdle of "gameplay/control misconception" to overcome. I'd like to think that a unique indie game still has a chance on iOS. I'd like to think that places like TouchArcade are home to the folks that can make that happen. For what it's worth, success for my brother and I means being able to do something we love, and getting just enough money to reasonably keep doing it. We don't care about getting rich -- if we did we'd make something safe, not unique . So..., any advice/thoughts on how to get the word out? Thanks a ton in advance! Last edited by 2 Ton Studios; 08-07-2012 at 10:20 AM.. |
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#26
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General impressions....I love the art style of the game, a retro feel but still unique. The controls are intuitive and respond the way one would expect. A moderate degree of depth with great replay value. I am also happy to see that the infamous IAP is not an issue.
Personally, I believe the tilt controls work well and are appropriate for a game of this type; however, to increase the marketability and visiblility perhaps you should consider incorporating touch controls just to give people a choice. This choice could extend the reach of the game and could capture people who are less open-minded which means an increase in profit for the developers. Additionally, some subtle sound effects around the dying animation could be beneficial as well. Also, incorporating a landscape option may also ease the blow of the jolt of tilt controls for gamers and I also think it is a more natural way to game as opposed to the vetical set up Overall, I love the game...with some subtle tweaks you could definitely increase the range of appeal of this little gem. |
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#27
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I love our little community here...I don't know what compelled Planetshooter to private message me, but I'm DAMN thankful he did. I would've never bothered checking this out otherwise. It would entirely pointless for me to add anything, because it's all been said in this thread; the game's bloody fantastic. Everything about it. Such a joy to play, read, look at and take in...and while it may look simple...getting "Grandmaster" on every level will be the death of me.
2 Ton Studios...for me, for the folks here who love NinjaBoy, for the folks who until this day will fight that Crazy Hedgy doesn't need touch controls in any way...don't add touch controls...please. Absolute steal for a dollar. Get it. Now. Oh, and Syntheticvoid...listen to Planetshooter too. DO IT! |
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#28
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I can't for the life of me figure out how to get "Grandmaster" on the first level of the second set, even though I've been able to get it on the 4 levels after that. Been at it for over 2 hours and it's driving me insane. Some help please. :/
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#29
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I couldn't get it until I bought the armour that ignores red trip-wires. Some may call that cheating, I call it "Being Ninja" ... but then I'm a bit silly.
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#30
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