★ TouchArcade needs your help. Click here to support us on Patreon.
App description: A unique ninja-themed crossover of volleyball and RPG, now with multiplayer!

There's a secret tournament, spanning the harshest corners of the world, where young ninja apprentices complete their training every year. Are your reflexes sharp enough to compete?

* Sleek, addictive 2D volleyball action
* RPG-like skill training, equipment upgrades
* 18 special techniques to master
* Increasingly difficult CPU challenges
* Online multiplayer with global leaderboards
* Hundreds of customizations for your ninjas!

This second edition introduces "elite" singleplayer challenges and ranked multiplayer matches, which are more frantic than ever thanks to improved spike mechanics and a reworked RPG/casting system.
08-12-2016, 11:44 PM
#2
Joined: Aug 2016
Posts: 7
Oh hi, I was about to create a new thread for the game but I found yours. Thanks!

Just wanted to add that I'm the developer and I'm already working on the first major update, so if you guys have any feedback (it's pretty hard to get it from reviews, or getting reviews at all) it would be greatly appreciated

08-13-2016, 05:20 AM
#3
Joined: Aug 2015
Posts: 303
There's more to this than meets the eye. Much to learn and ninja reflexes required. Great concept - Ninjas make good volleyball players! RPG sports game makes refreshing change from fighting. I was confused at first, thinking spells on left of screen were being used by the opponent team, but I've realised I can use those as well. Need both hands to play now. Better results though.

I'm wondering if swipe speed affects ball speed? Will faster swipe do more damage?

I'd like to see cumulative stats for individual training abilities; for example, under strength - it will be helpful to know total stats for attack damage, attack speed and critical chance. As it is we are just seeing an overall strength total. Same goes for agility and intellect.
08-14-2016, 06:35 AM
#4
Joined: Aug 2016
Posts: 7
Quote:
Originally Posted by Stronsay View Post
There's more to this than meets the eye. Much to learn and ninja reflexes required. Great concept - Ninjas make good volleyball players! RPG sports game makes refreshing change from fighting. I was confused at first, thinking spells on left of screen were being used by the opponent team, but I've realised I can use those as well. Need both hands to play now. Better results though.
Thank you!

I agree that we should probably improve the introduction... we hint right on the first screen that you can select up to 6 spells, but other players seemed to be confused too. Sorry about that, it's amazing how many things just seem "natural" to you after so many months of development

Quote:
Originally Posted by Stronsay View Post
I'm wondering if swipe speed affects ball speed? Will faster swipe do more damage?
Just the Strength attribute, plus any +% attack speed equipment. It's also affected by the inclination, so that multiplayer matches can be unpredictable instead of encouraging players to go for the shortest trajectory.

Quote:
Originally Posted by Stronsay View Post
I'd like to see cumulative stats for individual training abilities; for example, under strength - it will be helpful to know total stats for attack damage, attack speed and critical chance. As it is we are just seeing an overall strength total. Same goes for agility and intellect.
Good one. Buried in the code we actually had popups with a summary, but I removed them from the final UI because your stats are heavily raised/lowered in ranked multiplayer (all teams are basically Level 40 even if they keep their distrubution and secondary bonuses). Another reason is that it was hard to explain with a simple percentage how some of them work, for example block chance is checked against your attacker's strength and magic resistance is additive instead of multiplicative. But I also like to know EVERYTHING when I play games with any rpg elements, so now that you have mentioned it I'll go back to the drawing table to find a compromise

Last edited by ReixaCode; 08-14-2016 at 06:37 AM.
08-14-2016, 09:55 AM
#5
Joined: Aug 2015
Posts: 303
Quote:
Originally Posted by ReixaCode View Post
I'll go back to the drawing table to find a compromise
Thanks for the explanations. Most helpful. I see the possible issues with detailing some of these hidden stats. So, a compromise may be to just show how many points I have assigned to each upgrade, rather than show the resultant percentage effect. This would enable me to ensure I'm keeping each team member in some sort of balance.

On another point, I'm considering starting additional teams with the Charisma Glyph, but it's not clear what the advantages would be, if any. Would the new characters be stronger? or bring in extra money or experience overall?
08-15-2016, 09:02 AM
#6
Joined: Aug 2016
Posts: 7
Quote:
Originally Posted by Stronsay View Post
On another point, I'm considering starting additional teams with the Charisma Glyph, but it's not clear what the advantages would be, if any. Would the new characters be stronger? or bring in extra money or experience overall?
Well, real advantages: other than the extra daily objective, the -30% discount is a pretty big deal since it applies to ALL teams and level 61+ epics can be quite the grind if you are aiming for singleplayer records. We tried to keep all purchases "ethic", that's why raw equipment power isn't that important for multiplayer

Talking about multiplayer (which, unfortunately, isn't very populated yet) having a dedicated team with specific stats and spells ready to go is definitely more convenient than losing XP to re-specialize your mains every time. Coins and Reputation are shared.

Quote:
Originally Posted by Stronsay View Post
Thanks for the explanations. Most helpful. I see the possible issues with detailing some of these hidden stats. So, a compromise may be to just show how many points I have assigned to each upgrade, rather than show the resultant percentage effect. This would enable me to ensure I'm keeping each team member in some sort of balance.
That is indeed a good compromise, I think I already have something in mind but I need to find a good UI experience for it... handling small screens and resolutions is really tricky (especially since the game is compatible with toasters from 2011 )

If you have anything else in mind, please keep it coming! It's really hard to get feedback from real players (as opposed to testers that are forced to give you something) so this is all pretty valuable to me. I'd give you a "thank you" in form of promo codes but they only exist on Android for IAPs

Last edited by ReixaCode; 08-15-2016 at 10:21 AM.
08-15-2016, 12:14 PM
#7
Joined: Aug 2015
Posts: 303
Setting up the B team was an interesting experience. They are so incredibly slow I kept mistiming their shots, but I'm re-adapting.

I note that different equipment is available to the B team. Any reason for that? Both my teams comprise a mystic and warrior.

I don't understand your statement about "losing xp to re-specialize your mains". What does that mean? I'm guessing 'mystic' and 'warrior' are the specializations. I can't see any way of changing those and I didn't get to choose during the character set-ups. Are there other classes?

Multiplayer is improving. No problem finding opponents for the past two days.
08-16-2016, 02:36 PM
#8
Joined: Aug 2016
Posts: 7
Quote:
Originally Posted by Stronsay View Post
I note that different equipment is available to the B team. Any reason for that? Both my teams comprise a mystic and warrior.
Do you mean the items you can purchase? Yes, they are refreshed after every match based on the average level of your current equipment and other factors (you can't give them a full set of epics at level 1, multiplayer compensation would be problematic). At some point during development the whole inventory was shared and had different stats for each team, but I felt like that kinda defeated the purpose.

Quote:
Originally Posted by Stronsay View Post
I don't understand your statement about "losing xp to re-specialize your mains". What does that mean? I'm guessing 'mystic' and 'warrior' are the specializations. I can't see any way of changing those and I didn't get to choose during the character set-ups. Are there other classes?
Ah, those are just fixed labels (for now) to explain why the two ninjas have different equipment slots, I just meant that you can delete and re-create them to assign your attribute points from scratch. That costs a fair amount of coins and resets the ninja's XP to the start of the level, not something you'd want to do twice a day

Last edited by ReixaCode; 08-16-2016 at 02:42 PM.
08-17-2016, 03:08 AM
#9
Joined: Aug 2015
Posts: 303
Thanks for all the help ReixaCode. That clarifies everything now. I'll let you get on with the next update
11-11-2016, 02:17 PM
#10
Joined: Aug 2016
Posts: 7
I don't usually bump threads just to paste changelogs (update 2.1 recently came out with pretty important changes to multiplayer!), but I wanted you guys to know that a web version is now available on Kongregate (link here) so you can try the game before you download anything on your device!

@Stronsay: this is the compromise I came up with, for now

Last edited by ReixaCode; 11-11-2016 at 04:21 PM.