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  #101  
Old 03-31-2011, 05:58 PM
Abisco Abisco is offline
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iPhone 4S, iOS 5.x
 
Join Date: Feb 2010
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Quote:
Originally Posted by Rivozzz View Post
mmmmmm...i dont think so....i think this will weak the strategic point?? if i dont know at least the motion range so i can position my units .. and his attack power to know if my unit will do or survive

but i dont know
That's why you gotta prepare in advance. The zombie mechanic isn't just a thrown in thing at the last minute, its central to the gameplay and how you survive and play. This is a pretty unique shooter given most enemies travel a lot of squares and attack upclose, so preparing in advance is really beneficial and necessary!
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  #102  
Old 03-31-2011, 06:11 PM
blikstad blikstad is offline
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Join Date: Nov 2008
Location: Uppsala, Sweden
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Quote:
Originally Posted by Rivozzz View Post
mmmmmm...i dont think so....i think this will weak the strategic point?? if i dont know at least the motion range so i can position my units .. and his attack power to know if my unit will do or survive

but i dont know
We've actually left those sort of things out by design (well, you can see their health, but that's about it). May not suit everyone, but whenever did you manage to please everyone .

The thinking here is that we didn't want to clutter up the screen too much, and also make a rather complex type of game slightly more approachable and... ehm... less "nerdy". hehe. (from the comments we're getting, I'd say we succeeded! And that we did the right thing here).

We also noticed that people testing it (myself included) quite quickly started to be able to estimate how far the zombies would walk and how hard they would attack you. This becomes part of the strategy.

Now, at least I, don't even think quite so much about it. I know from just looking at the playing field how far the zombies will reach. And I know "this zombie need to walk X tiles to get to me, so that means he'll be able to attack me Y times and roughly take Z of my health".
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  #103  
Old 03-31-2011, 08:29 PM
deckard deckard is offline
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Location: Tampa, FL
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Impulse buy, had visions of Jagged Alliance with zombies and couldn't resist.
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  #104  
Old 04-01-2011, 07:58 AM
DusT_HounD DusT_HounD is offline
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iPod Touch (4th Gen), iOS 5.x
 
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I played a bit more last night and this morning, and am thoroughly enjoying the experience! Grabbing weapons from the stages, worrying about conserving grenades, trying not to accidentally blast teammates, and the atmosphere is really good. Hopefully TacSol becomes as much of a success story as it deserves to be.
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  #105  
Old 04-01-2011, 09:42 AM
Thomas Lund Thomas Lund is offline
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We also hope that it pays itself, so that we can make more games using our turn based middleware.

We have lots of ideas - just unknown if the market is large enough. But here is for hoping!!!

And thanks for your support and kind words.

Additionally - feel free to hit us with top-3 things you want us to improve in upcoming updates. Besides more story content :-)

/Thomas
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  #106  
Old 04-01-2011, 10:24 AM
deckard deckard is offline
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Ok someone PLEASE tell me there are headshots in the game or at least something close. How can you have a zombie game w/o exploding craniums that is basically a criminal offense.

Also, how the heck do you exit back to the main menu once into a mission?
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  #107  
Old 04-01-2011, 10:28 AM
Thomas Lund Thomas Lund is offline
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You can actually splatter a zombie - if you score enough damage vs. the health of a unit. Usually if you score a crit with a high damage weapon. :-)

Back to menu - right above the health kit there is a small X button. Opens menu (yes - not perfect location. Will look at that in an update)

/Thomas
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  #108  
Old 04-01-2011, 10:51 AM
deckard deckard is offline
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Quote:
Originally Posted by Thomas Lund View Post
You can actually splatter a zombie - if you score enough damage vs. the health of a unit. Usually if you score a crit with a high damage weapon. :-)

Back to menu - right above the health kit there is a small X button. Opens menu (yes - not perfect location. Will look at that in an update)

/Thomas
Fantastic on both counts! Really loving this game, total quality.
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  #109  
Old 04-01-2011, 01:47 PM
deckard deckard is offline
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A bit further into the game now, observations:

You can't save when you want to, it's automatic at preset checkpoints (which so far has not been an issue for me). You can restore where you left off when exiting the game with the home button though.

Since there's no real inventory per character the 'pack mule' concept of keeping a guy in the rear with the gear isn't going to work in this game.

When you have a pistol and pick up another, you simply loot the ammo and the spare pistol disappears forever. So you have to choose wisely since if you have a guy with no weapon at all, you need to let HIM pick it up.

You can't carry a heavy weapon and a sidearm for emergencies. You also can't drop a weapon (or even put it away temporarily) and fight with your fists in emergencies.

You can only reload your weapon when it's empty which seems illogical.

You can't stop a move once issued. I had one situation where I fat fingered a square and the game's pathfinding walked me directly out into a mass of zombies and I died which could have been avoided with a cancel or stop command.

You don't earn skill points per character rather they go into a pool you can then distribute to all, which is kinda nice.

Opportunity fire is totally awesome!

Update:

When you run out of ammo you automatically switch to fisticuffs but you DON'T lose your weapon.

The sniper rifle is freakin' awesome!

Last edited by deckard; 04-02-2011 at 06:12 PM..
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  #110  
Old 04-01-2011, 02:30 PM
Winko Winko is offline
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iPhone 4, OS 4.x
 
Join Date: Mar 2011
Posts: 16
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This games sounds very good but was wondering if anyone here has played 'Hunters' as it sounds similar and is a favourite of mine. If so, how does it compare?
If it is the same type of game then I will most likely buy it.
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