★ TouchArcade needs your help. Click here to support us on Patreon.
  • Publisher: Justin Craig
  • Genre: Arcade
  • Device: Universal
  • Size: 22.4 MB
  • Version: 1.2
  • Price: $0.99
  • Average User Rating:
    Not enough votes.
App description: *Clash Force works only on ios 6 and before*

Introducing Clash Force! A retro, 8-bit style shoot 'em up! Now over 15,000 downloads!

What the press says:

"Clash Force is a blend of many of the best platformers the NES had to offer" - Appspy.com

"Spicy Gyros platformer debut feels custom-made to take you down memory lane if you grew up with an NES controller in hand!" - iFanzine

"Great fun; stylishly achieves exactly what it is aiming for." - Arcadelife

"This game is a must buy for fans of classic-style gameplay, 2D side scrolling games, or fans of all around fun action games" - Examiner.com

The Evil Crackman and his minions are causing mayhem, and only Clash Force is up to the task of stopping his fiendish plans! Take to the responsive onscreen controls and guide Voom, Scorpido, or Echid through forest bases, hydrofied deserts, underground mines, and eventually to Crackman's Flying Fortress where the final battle will unfold!

*Over 20 stages of frantic retro action
*Multiple weapon upgrades to make wasting enemies a snap!
*Easy and Normal difficulties. Perfect for the novice OR the 1980s game masters.
*Customize the onscreen controls for your iPhone or iPad.
*Auto-save feature lets you pick up where you left off!

Works with iPhone 3GS and later, iPod Touch 3rd Gen and later, and iPad!

strivemind's comments:


03-19-2012, 11:57 PM
#2
Clash Force, retro shooter, Now Available!

http://itunes.apple.com/us/app/clash-force/id509945872?mt=8

Introducing Clash Force! A retro, 8-bit style shoot 'em up!
The Evil Crackman and his minions are causing mayhem, and only Clash Force is up to the task of stopping his fiendish plans! Take to the responsive onscreen controls and guide Voom, Scorpido, or Echid through forest bases, hydrofied deserts, underground mines, and eventually to Crackman's Flying Fortress where the final battle will unfold!

-----

*Over 20 stages of frantic retro action
*Multiple weapon upgrades to make wasting enemies a snap!
*Easy and Normal difficulty. Perfect for the novice OR the 1980s game masters.
*Customize the onscreen controls for use on iphone or ipad!
*Auto-save feature lets you pick up where you left off, something those dusty grey carts rarely did!
*Available Now!
*99 cents

Trailer and Screenshots:

www.youtube.com/watch?v=JRnwPPEBpO0




03-19-2012, 11:58 PM
#3
Looks decent, but that better not be the control layout for the iPad as well.
03-20-2012, 12:01 AM
#4
Guess someone beat me to it!

The control layout can be set for ipad as well which pushes the buttons further to the edges of the screen.

However, if you tend to use it more like a keyboard (not holding it like a controller) I find that the iphone controls are better since it gives you more space between buttons.
03-20-2012, 12:09 AM
#5
Quote:
Originally Posted by Clash Force View Post
Guess someone beat me to it!

The control layout can be set for ipad as well which pushes the buttons further to the edges of the screen.

However, if you tend to use it more like a keyboard (not holding it like a controller) I find that the iphone controls are better since it gives you more space between buttons.
I was hoping the controls would be freely positionable anywhere on screen as that really ensures all tastes are covered, but I guess I'll just give this a shot anyway. One question though: this looks more like traditional shooter/platformers with actual sizable levels and progression, instead of the bite-sized, disjointed levels aimed (I presume) at people with very short attention spans that have been flooding the iOS lately. Would this be correct?
03-20-2012, 12:10 AM
#6
Joined: Dec 2011
Location: Kowloon, Hong Kong
Posts: 92
awhh yee im getting this!

All Time Favorites:Super Crossfire HD
Playing:Dodonpachi:BD ,UMK3, KOF-i
Waiting for:fleetCOMM, Noble Armada, God of Blades
Follow me on Tumblr
03-20-2012, 12:16 AM
#7
I played with different button positioning quite a bit to get the right balance. I think the two options are enough to account for different hands/playstyles, but I'd be interested to know your thoughts.

As far as the levels go, they aren't huge, but they aren't 2 and a half screens long either. I'm guessing you're referring to League of Evil or Roo Roo Run when you say that, in which case, no, it's not like that. I took into account the pick up and play nature of the device though, and actually initially intended on making more shorter levels than say, 8 Megaman sized levels. In the end I sort of landed somewhere in the middle. If I make a sequel to this, I'll probably make longer levels with checkpoints instead.
03-20-2012, 12:55 AM
#8
Quote:
Originally Posted by Clash Force View Post
I played with different button positioning quite a bit to get the right balance. I think the two options are enough to account for different hands/playstyles, but I'd be interested to know your thoughts.

As far as the levels go, they aren't huge, but they aren't 2 and a half screens long either. I'm guessing you're referring to League of Evil or Roo Roo Run when you say that, in which case, no, it's not like that. I took into account the pick up and play nature of the device though, and actually initially intended on making more shorter levels than say, 8 Megaman sized levels. In the end I sort of landed somewhere in the middle. If I make a sequel to this, I'll probably make longer levels with checkpoints instead.
Quick note after a quick go: the left/right movement buttons are just fine, but the jump/shoot are a bit too far in from the right edge of the screen and a little too far spaced apart. Conveniently, fixing the latter issue will take care of the former. Basically: if the buttons on the right side were positioned the exact same distance from the edge of the screen as the ones on the left, it would just about feel perfect. And as a bonus also look more symmetrically pleasing to the eye. Any chance you could implement this in an update?

As for the game, from what I've played so far, (which is very little) it looks to be highly promising and very likely to scratch just the itch I was hoping it would. Too early to tell for sure.
03-20-2012, 01:00 AM
#9
Joined: May 2010
Location: Deepest Circle, Hell
Posts: 6,713
OMG, been waiting for this forever. Bought.

"I am virgin, I'm a whore! Giving nothing; the taker, the maker of war!" - Black Sabbath, "I"
03-20-2012, 01:31 AM
#10
Game Impressions

Ok, played through a bit more than the first two levels so far (twice) and this lives up to the promise. Basically, if this so much as looks like a game you might enjoy, don't hesitate.

Issues:

-As previously mentioned, no go for me on the iPad until (hopefully) the "shoot" button is moved closer to the right edge of the screen. I still say all games of this kind should have freely positionable buttons on the iPad to cover all bases.

-I played through the first two levels on "Easy" and "Normal" difficulties and noticed absolutely no difference. Is there an issue, or something I'm missing?