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App description: 4/5 "This strategy game implements a risk vs. reward system that's pretty compelling" - 148apps.com

4/5 "Satisfying futuristic RPG combat, high replay value, and a heavy dose of nostalgia make Space Bounties Inc. a worthwhile experience." - SuperGameDroid.com

9/10 "From the retro graphics to the pitch-perfect soundtrack, Space Bounties Inc. fires on all cylinders and is game thats well worth your time." - SlimGamer.com

Top 5 Best New Android Strategy Games of March 2015 "Space Bounties Inc. is a great mobile strategy game that combines retro 8-bit graphics with tight gameplay." - Heavy.com

Star civilizations being destroyed by space warlords?
Intergalactic trade routes being disrupted by space pirates?
Planets being vaporized by gigantic lasers?

Then get in contact with Space Bounties!

At Space Bounties we will hunt down any wanted fugitives in the Universe for a very reasonable price. No bounty mission is too small and no bounty mission is too dangerous!

GAME :

Space Bounties Inc. is a strategy game where you recruit bounty hunters to capture or terminate dangerous fugitives.

FEATURES :

* Procedurally generated content so each new game is unique.
* Bounty hunters and fugitives are created on each new game with different health, attributes, weapons and abilities.
* 132 unique characters including aliens, cyborgs, mutants and androids.
* Recruit from 25 bounty hunters.
* Hunt down fugitives ranging in 5 difficulty levels.
* Procedurally generated space locations including planet surfaces.
* Buy and sell equipment at the base.
* Loot minerals, money and alien relics (give bounty hunters special skills) on bounty missions.
* Upgradable character attributes, weapons, armor and equipment.
* Fast, advanced and flexible turn-based combat system.
* Three game difficulty levels.
* Save (automatic) and continue later at any point in the game (even during battles).
* Starting tutorial and in-game help through all sections.

This game has no adverts or IAP (in-app purchases).

Send any feedback to -
Email : dancingcatdev@gmail.com

Yossarian's comments:
Hello all,

I have published my latest game Space Bounties Inc. (version 1.4) on the app store.

It is a paid game for $1.99.

App store link -



Star civilizations being destroyed by space warlords?
Intergalactic trade routes being disrupted by space pirates?
Planets being vaporized by gigantic lasers?

Then get in contact with Space Bounties!

At Space Bounties we will hunt down any wanted fugitives in the Universe for a very reasonable price. No bounty mission is too small and no bounty mission is too dangerous!

GAME :

Space Bounties Inc. is a strategy game where you recruit bounty hunters to capture or terminate dangerous fugitives.

FEATURES :

Procedurally generated content so each new game is unique.
Bounty hunters and fugitives are created on each new game with different health, attributes, weapons and abilities.
132 unique characters including aliens, cyborgs, mutants and androids.
Procedurally generated space locations including planet surfaces.
Buy and sell equipment at the base.
Loot minerals, money and alien relics on bounty missions.
Upgradable character attributes, weapons, armor and equipment.
Advanced and flexible turn-based combat system.
Three game difficulty levels.
Save (automatic) and continue later at any point in the game (even during battles).
Starting tutorial and in-game help through all sections.

This game has no adverts or IAP (in-app purchases).

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Alex
03-25-2015, 01:01 AM
#2
Joined: Aug 2010
Location: The last time zone for iOS game releases :(
Posts: 1,967
Does look pretty good, any videos?

03-25-2015, 01:04 AM
#3
Joined: Mar 2012
Location: UK
Posts: 153
Quote:
Originally Posted by sugimulm View Post
Does look pretty good, any videos?
There are a few videos on YouTube made by players (not by me). This is the best one in terms of video capture quality.

https://www.youtube.com/watch?v=JOUhQADxad4

The game-play looks a bit slow but that is due to the video capture. The game runs at a constant 60 fps on devices.

Last edited by Yossarian; 03-25-2015 at 01:09 AM.
03-25-2015, 01:32 AM
#4
Joined: Aug 2010
Location: The last time zone for iOS game releases :(
Posts: 1,967
Thanks, will check it out.
03-25-2015, 01:56 AM
#5
Joined: Mar 2012
Location: UK
Posts: 153
Quote:
Originally Posted by sugimulm View Post
Does look pretty good, any videos?
Quote:
Originally Posted by sugimulm View Post
Thanks, will check it out.
Thanks.

Any feedback would be greatly appreciated

Got some good feedback from Android users so it will be interesting to see what Apple users say.
03-25-2015, 02:27 AM
#6
Joined: Jan 2011
Location: England
Posts: 1,330
Looks like laser squad on c64/Amiga I loved that game
03-25-2015, 02:57 AM
#7
Joined: May 2014
Posts: 107
Just picked it up. I'll leave impressions here after I've played it for a bit.

Edit:

Okay. Created a team and completed two bounties.

This is basically an arena ladder fighting game that plays like a HIGHLY simplified version of Final Fantasy or Dragon Warrior, with everything except fights and shops stripped away. That's not necessarily a bad thing. I like the setup.

You create a team of four by hiring available mercs and use them to collect bounties. Each bounty is a series of fights ending in a boss fight. Kill the boss, get paid. Catch the boss in a Pokeball, get paid more. When. I say fights, I mean single screen fights, like a random encounter in FF or DW. There is no over world.

Think Baldur's Gate EE black pits with Injustice mobile ladders, except the game ends (?) if all mercs die.

The good: pixel art and soundtrack are lovely. Good use of stereo. Interface is pleasant to use. Basic setup is bite sized fun. Procedural elements work as they should, and are interesting so far.

The bad:

TOO streamlined. Things that are missing that lessened strategic fun for me:

No ATB. Same order of attack every time, determined by order you lined your mercs up in.

No area of effect attacks so far. Mind you, I did not buy grenades. Even rocket launchers and flame throwers are single target.

No ammo except consumable grenades. Heavy wraps have a cool down, but can otherwise fire forever. One merc of mine had a rocket launcher in one of two slots, flamethrower in the other. He alternated between them and always fired each turn.

No formations. Even FF VI had a front and back row system, but we do not see that here. The closest mechanic is that some weapons block/deflect, others don't... But my mercs could use a blocking sword one turn and no block laser the next. Monster placement seems to have no effect on anything.

No ability to inspect your foes. You see their health bar, and that's it. Not even a Scan ability that uses a turn like in FF. There is a consumable that reads a boss's special ability, but it only works under special conditions.

Items can only be used by and on the merc carrying them. No tossing a potion to a critically damaged ally. Haven't seen any healing abilities yet, either, either for self or other. Seems to only be through consumable items.

When foes die, they sometimes leave cash on the ground. If you don't pick it up, it's gone. If you finish a fight and there is cash on the ground, you automatically move on and lose it. Picking up cash does not use up a turn, so I'm not sure what the point of this mechanic is other than annoyance. I suggest either making it use a turn to force risk/reward planning, or automatically add it to revenue.

No opportunities to buy new equipment other than consumables so far (I'm probably missing something obvious). Armor and weapons can be upgraded, making their numbers go up, but that isn't very strategically meaningful. I think I also saw mercs with a heavy weapon related special ability and no heavy weapons equipped. On that note...

No interesting ability gains on level up afaik. In FF, a big part of combat was learning and using new techniques or spells. Cure, Bio, summons, limit breaks, blue magic... Here, mercs have a single passive special ability and otherwise ARE their weapon, armor and attribute points. For all time, it seems.

All in all, a promising and polished feeling game that needs at least some of the above to really shine. If all you have is FF like combat, and are calling it a strategy game, it needs to at least have the depth of early Ff combat.

Last edited by Silvers; 03-25-2015 at 03:54 AM.
03-25-2015, 04:26 AM
#8
Joined: Oct 2013
Location: Norwich, England
Posts: 4,596
Very interested in this, will most likely pick it up tonight. Thanks for the impressions Silvers!
03-25-2015, 08:50 AM
#9
Joined: Dec 2008
Location: Sacramento, CA
Posts: 634
I'm guessing this is closer to Final Fantasy and Alien Menance is closer to X-Com light? Both games look similar due to the tileset. I almost thought they were the same game.

Current: iPhone 6S, new 3DS, Vita
03-25-2015, 09:56 AM
#10
Joined: Mar 2012
Location: UK
Posts: 153
Quote:
Originally Posted by Silvers View Post
Just picked it up. I'll leave impressions here after I've played it for a bit.

Edit:

Okay. Created a team and completed two bounties.

This is basically an arena ladder fighting game that plays like a HIGHLY simplified version of Final Fantasy or Dragon Warrior, with everything except fights and shops stripped away. That's not necessarily a bad thing. I like the setup.

You create a team of four by hiring available mercs and use them to collect bounties. Each bounty is a series of fights ending in a boss fight. Kill the boss, get paid. Catch the boss in a Pokeball, get paid more. When. I say fights, I mean single screen fights, like a random encounter in FF or DW. There is no over world.

Think Baldur's Gate EE black pits with Injustice mobile ladders, except the game ends (?) if all mercs die.

The good: pixel art and soundtrack are lovely. Good use of stereo. Interface is pleasant to use. Basic setup is bite sized fun. Procedural elements work as they should, and are interesting so far.

The bad:

TOO streamlined. Things that are missing that lessened strategic fun for me:

No ATB. Same order of attack every time, determined by order you lined your mercs up in.

No area of effect attacks so far. Mind you, I did not buy grenades. Even rocket launchers and flame throwers are single target.

No ammo except consumable grenades. Heavy wraps have a cool down, but can otherwise fire forever. One merc of mine had a rocket launcher in one of two slots, flamethrower in the other. He alternated between them and always fired each turn.

No formations. Even FF VI had a front and back row system, but we do not see that here. The closest mechanic is that some weapons block/deflect, others don't... But my mercs could use a blocking sword one turn and no block laser the next. Monster placement seems to have no effect on anything.

No ability to inspect your foes. You see their health bar, and that's it. Not even a Scan ability that uses a turn like in FF. There is a consumable that reads a boss's special ability, but it only works under special conditions.

Items can only be used by and on the merc carrying them. No tossing a potion to a critically damaged ally. Haven't seen any healing abilities yet, either, either for self or other. Seems to only be through consumable items.

When foes die, they sometimes leave cash on the ground. If you don't pick it up, it's gone. If you finish a fight and there is cash on the ground, you automatically move on and lose it. Picking up cash does not use up a turn, so I'm not sure what the point of this mechanic is other than annoyance. I suggest either making it use a turn to force risk/reward planning, or automatically add it to revenue.

No opportunities to buy new equipment other than consumables so far (I'm probably missing something obvious). Armor and weapons can be upgraded, making their numbers go up, but that isn't very strategically meaningful. I think I also saw mercs with a heavy weapon related special ability and no heavy weapons equipped. On that note...

No interesting ability gains on level up afaik. In FF, a big part of combat was learning and using new techniques or spells. Cure, Bio, summons, limit breaks, blue magic... Here, mercs have a single passive special ability and otherwise ARE their weapon, armor and attribute points. For all time, it seems.

All in all, a promising and polished feeling game that needs at least some of the above to really shine. If all you have is FF like combat, and are calling it a strategy game, it needs to at least have the depth of early Ff combat.
Hello,

Thanks for the feedback!

My points -

* Game ends :
The game campaign will be over if you run out of revenue to hire new bounty hunters (there are 25 available in total) or all of the available bounty hunters have been killed in action.

* Bounty hunters giving other bounty hunters equipment during combat:
This is a good idea. I will be adding this for version 1.6.

* Formations :
I am actually in the middle of adding this for version 1.6. There will be front and back rows with both having advantages and disadvantages.

* New weapons to buy for recruited bounty hunters :
This is the biggest complaint from android users. So in version 1.6 you will be able to purchase new weapons for your recruited bounty hunters (who start with 2 base weapons) and then select which weapons to use (and upgrade).

* "I think I also saw mercs with a heavy weapon related special ability and no heavy weapons equipped. On that note..." :
This is a bug which is fixed in version 1.6.

Version 1.6 with the above changes *should* be ready next week but of course it will then take Apple a week to approve the new version.

Alex