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#11
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I'm just putting that together based on the trailer, but am looking towards purchasing it.
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#12
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Quote:
You influence the ball trajectory sliding your finger(s) on the screen. A small slide is a small acceleration applied to the ball in the slide direction. A long slide equals a greater acceleration. The game play vastly changes on a level by level basis, while maintaining the same control mechanics. You can move in all direction (or not), gravity can influence the ball (or not), may be you have also participate to some strange quiz show or be inside some oldie-but-goldie game! And remember that there is a plot that evolves till the game end(s). |
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#13
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Opinion here...this looks like a fairly unique game, so I think it is either going to need a lite version or a lower price to get a lot of people to bite.
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#14
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Looks pretty neat!
Reminds me of old games like Jet Set Willy where each screen/level had an amusing name. In fact if you took Jet Set Willy and mixed it with WizBall, it would remind me of this game a lot (for the Jump/Pitfall! levels.) How many screens/levels does this game have? Honestly I don't have $3 in the account or I'd pick this up right now. Might be able to pick up a gift card later this week. PS> Was that a Prisoner reference I saw there?
Last edited by drelbs; 09-22-2010 at 03:01 PM.. |
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#15
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There are 10 levels, each one has several screens ranging from 10 to 50. You can play the game in 2 modes: - Quest mode: you start from the first level and you try to reach the last one in a game (remember that you can suspend and resume games). This is the only way to see the real end of the adventure. - Start from mode: you can start and play any level that you have unlocked. |
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#16
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Sure it was! They suffer the same struggle towards freedom.
![]() You'll find plenty of reference to The Prisoner in all the game, expecially the last level (and more). Be seeing you! |
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#17
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Just bought this game.
I'm very disappointed with the gameplay as the movements, while responsive during the tutorial, are seemingly rendered moot during gameplay. The pong needs to be hit by the paddle and headed in the direction of your choice to have any strong influence on the pong's direction. However, if the left paddle hits my pong to the right, and I use the two-finger swipe speed it across or to alter its path, the changes are so insignificant that I have to wait for the right paddle to hit the pong back to the left paddle in order to have enough of a trajectory to even "think" about making it to the next screen/level back on the right. That being said, I was incredibly disappointed with the pong's lack of responsiveness. I hope the dev will address this immediately or I'm going to request a refund. Last edited by ColeDaddy; 09-25-2010 at 01:54 PM.. |
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#18
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I'd much rather control the paddles. The thought of having to control the ball completely turns me off from the game. :/
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#19
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Quote:
![]() Remember that to influence the movement of the ball the rules are: - longer the swipe stronger the acceleration applied in the slide direction (but limited by the allowed movements in the current screen up/down and/or left/right) - to apply the acceleration continuously, keep touching the screen after sliding your finger. Regarding control updates, I've submitted an updated version almost a week ago, with a "easy mode" with more responsive controls. But the "if you hit the paddle you go back" mechanic remains the same. It's the spirit of the game, and as I said above, it happens in the first level and in some other places. But if you do not like it, you should ask the refund, because the game should give you some fun and not frustrations. Cheers |
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#20
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Thanks for your reply. The "two-way arrow" was not an obvious indicator but I did go back to the vid to validate and have a better illustration of what you described. Also, the distinction wasn't clear about the dependency of the left paddle's force to catapult the pong over the right but, again, vid confirms it. However, the in-game tutorial gives one the feeling that the free-form movement demonstrated in the tutorial where you can stop in the middle of the screen is a universal motion throughout the entire game.
Perhaps the items I mentioned above can be made more distinctive in the instructions, vid, etc. so potential customers don't approach the game with certain expectations or misunderstandings. I believe another poster in this thread mentioned that he had to watch the vid 3-4 times before understanding the basic gameplay. Another indicator of the need for greater clarity. That being said, my confusion also serves to point out that there is a level of depth and sophistication to this game that one wouldn't find in your typical Pong-based game, that deserves more attention, exploration and explanation. This game should not be easily dismissed but deserves an extra look from the Apple Universe fanbase. I'll give the game another shot and determine whether or not to keep the game or ask for a refund. But, I greatly appreciate your input and chiming in on your game. This was truly helpful. Last edited by ColeDaddy; 09-26-2010 at 03:10 PM.. |
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