Heroki - A colorful 60FPS propeller-platformer from Picomy/Sega, iOS, $7.99

I usually hate mobile gaming, but i felt like supporting this one: the art direction is sweet, and the old SEGA vibe is strong, so i couldn't pass.
 
Dev here:

Thanks soo much for all your awesome comments!

We have just launched our full (still bèta) website www.picomy.com (or www.heroki.com) which gives a pretty good presentation about the game. You can find lots of information and videos there.

We'll also keep an eye on this topic for any feedback :)

Hey congrats on getting the game released! As someone who loves colourful games I really hope it's successful, been watching this one for a while :)
 
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There we go. Hopefully I've used up this threads entire allocation and we can come to terms with the fact that this iOS game is on iOS, rather than two failed platforms, one also-ran, and one unsuitable system.

I'd be willing to bet it'll be on Steam before the first autumn leaves fall from the trees.

It's a beautiful game that looks to be a great iOS exclusive, and I'm happy for the Apple fans. However, if you are going to disparage other platforms like this especially calling one an unsuitable system and calling iOS's biggest competitor an also-ran, don't then follow it up with "I bet it'll be on PC before fall."
 
On what planet does this have "beautiful, console-like graphics"??? It looks like a Wii game (and not a particularly impressive one either, compared to sidescrolling 60 fps Wii games like DKC Returns, Kirby Epic Yarn/Return to Dreamland, Klonoa remake, etc.). Well the Wii IS a console, I guess...
This is also 60FPS, and runs at much higher resolution than any Wii game.
I'd be with you generally when it comes to a "console-like graphics" moniker that mobile dev love to abuse when presenting their games (somehow ignoring that "console graphics" nowadays means PS4 and XB1) but this is a 2.5D game that doesn't really look worse than similar games on consoles.
 
Let me clear, I don't have any problem with smartphone games or this game being exclusive to iOS, I just hate that it'll probably disappear without a trace, especially if they've been working on it for five years.

The optimal release strategy seems to be "release in niche community or on a niche platform to a controlled audience" > "release to smartphones once hype has peaked and general awareness is high"; I suggest Wii U because that fanbase is vocal and it makes particular sense for this game, but it could be anywhere, really.

It's being featured on the front of the iOS store where tens of millions of people will see it, it's not going to disappear without a trace, especially if it's actually decent.
 
I put in about an hour and a half into this (got to 1-7).

As many games do, this suffers from the platform on which it appears on due to the touch controls. A couple of things here: The touch pad, which works best for this game, is finicky and offers no precise movement. An intended left/right motion will likely register as a diagonal movement most of the time. As a result, puzzles such as the one involving you to bounce on numbered block in a fast sequence are rendered frustrating and useless.

The second part to this is that because you have to press on objects to register an action, such as picking up a box or throwing it, the camera needs to be zoomed in for precision. A camera panned too far back will make it hard to specify which box to pick up. This leads to another problem...

The camera narrows our view of a metroidvania-esque designed map. This makes the moment feel far more claustrophobic than necessary while exploring and trying to navigate thought the level. Again, I draw a straight line on the choices here to the platform of choice.

On a level design front, you navigate the character through looking for one of three collectibles and switches that open pathways to new areas. There are some odd design choices here. I think my first encounter of this was in 1-3. There were two locked doors. I manage to open one only to find that the only thing waiting for me behind it was the switch to open the second door just a few blocks away. Weird.

The Hub has great character and has some sidequests to help the citizens out. Here is where you'll find the bulk of the charm. The levels, imho, are somewhat flat and uninspiring. There are attempts to create variety but I feel like I'm still going through the motions of a game of this type.

A commendable technical effort by the team but, personally, I wold have rather played this using standard controls, zoomed the camera out a bit helping me focus on what is on screen than worry about what isn't. I think the last bit was the biggest factor for me.
 
I put in about an hour and a half into this (got to 1-7).

As many games do, this suffers from the platform on which it appears on due to the touch controls. A couple of things here: The touch pad, which works best for this game, is finicky and offers no precise movement. An intended left/right motion will likely register as a diagonal movement most of the time. As a result, puzzles such as the one involving you to bounce on numbered block in a fast sequence are rendered frustrating and useless.

The second part to this is that because you have to press on objects to register an action, such as picking up a box or throwing it, the camera needs to be zoomed in for precision. A camera panned too far back will make it hard to specify which box to pick up. This leads to another problem...

The camera narrows our view of a metroidvania-esque designed map. This makes the moment feel far more claustrophobic than necessary while exploring and trying to navigate thought the level. Again, I draw a straight line on the choices here to the platform of choice.

On a level design front, you navigate the character through looking for one of three collectibles and switches that open pathways to new areas. There are some odd design choices here. I think my first encounter of this was in 1-3. There were two locked doors. I manage to open one only to find that the only thing waiting for me behind it was the switch to open the second door just a few blocks away. Weird.

The Hub has great character and has some sidequests to help the citizens out. Here is where you'll find the bulk of the charm. The levels, imho, are somewhat flat and uninspiring. There are attempts to create variety but I feel like I'm still going through the motions of a game of this type.

A commendable technical effort by the team but, personally, I wold have rather played this using standard controls, zoomed the camera out a bit helping me focus on what is on screen than worry about what isn't. I think the last bit was the biggest factor for me.

Just thought I'd provide a counter opinion from the iOS thread:

Not sure if you tried it but there is a more standard control option in settings.

I guess for me, I had the complete opposite reaction to the controls. They feel natural and work great (for me) so much so that I couldn't see the game being as fun on another platform.

Also, in regards to the camera, did you know that if you click directly on Heroki it zooms out? It's not a complete solution, but it is something that can help. I also find most of the design choices to be good. There may be a few things like the door switch you mentioned but all in all, I find the exploration fun and many surprises that give it a unique flavor. The levels feel fresh and innovative rather than flat and uninspiring.

I know, specifically, people have different opinions on touch controls and how they fit games so I respect your opinion.

Guess i just feel otherwise and even think the game may end up on my top 10 iOS games of the year.
 
It's sad that the port begging rule doesn't apply to mobile games.
Mobile threads aren't only ones though, go check any PC indie thread and you'll see what I mean.

OT: This games looks like a lot of fun. Is it weird if it reminds me of Sonic and the secret rings?
 
Is it weird if it reminds me of Sonic and the secret rings?

No, but it's a hell of a lot better than that was (sorry, but that was one of the low points of the franchise). To me, this game has more of a Nintendo feel to it.

It does make me angry though that they give us freemium crap like Sonic Runners. I'm very happy that they went full premium with this (probably at the request of the devs). But seriously, why can't they do the same with their most famous IP?
 
Looks like the five-year development period this game endured has paid off, because this looks downright beautiful. I wish it was available on consoles though in addition to smartphones.

Didn't SEGA publish Alien Isolation?

They also published Aliens: Colonial Marines. And the Sonic Boom games a month after Isolation.
 
Looks like the five-year development period this game endured has paid off, because this looks downright beautiful. I wish it was available on consoles though in addition to smartphones.

I wouldn't be surprised if it did eventually make it's way to consoles. There have been quite a few mobile to console ports lately - Threes, Badlands, Unmechanical and others.
 
Reading a lot of port requests here -- and that's okay! :)

We will keep all options open for the future, but right now iOS is our main priority.

A new update will be submitted tomorrow and will be (hopefully) out the same day. This update will fix the unfortunate iPad Mini Crash which has totally slipped through our and QA's attention. The cause was an out of memory issue - literally one line of code fix -_-

Thanks all for the amazing support! Reading all the pro's and con's from people is a great learning experience as well. We really hope more people will see the amount of work (all the little details, the variety and replay-ability etc...) and polish we've put into Heroki.
 
Hm, it won't launch on my Iphone 4
I'm truly sorry to say this but the iPhone 4 is not supported due to its outdated hardware. We have put the recommended devices in the description -- but I can understand if you missed that. I just wished there was a way to disable the iphone 4 downloads without upping the required OS version.

The only thing you can do now is to ask for a refund in iTunes. Sorry for this :(
 
Funnily enough this caught my eye just randomly browsing last night. Guess this thread is a sign I should pick it up.
 
I'm truly sorry to say this but the iPhone 4 is not supported due to its outdated hardware. We have put the recommended devices in the description -- but I can understand if you missed that. I just wished there was a way to disable the iphone 4 downloads without upping the required OS version.

The only thing you can do now is to ask for a refund in iTunes. Sorry for this :(

It's all good, I'm happy to give you guys some money for the effort. When I eventually update my Iphone I will be able to play the title. :)

Or I will buy it again if you ever make a Vita port.
 
It's all good, I'm happy to give you guys some money for the effort. When I eventually update my Iphone I will be able to play the title. :)

Or I will buy it again if you ever make a Vita port.
Lethe, that is just beyond awesome of you :)

But please, if you can't play the game we feel like you should have your money back. PM me and I'll see what I can do for you :)
 
Just played through the first level, and I really like it. But this game is really screaming for a NiGHTs-style paralooping move.
 
Wish someone like IGN would review this. It's a major release and milestone IMO and deserves more attention.

That Pocket Gamer review really irritated the crap out of me. This stands high above the most iOS games.

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Also, if the dev is still around, my one and only issue so far with the game is the wind skill. It's ok if you are doing it just once, but it's a major pain in the ass when you have to do it multiple times to get the pinwheel things all the way up. The problem is that at least half the time the swipe is registered as a movement for Heroki and not registering for the wind.

It'd be nice to have a different way to use it OR at least make it so you only have to spin the pinwheels once, not like three times to move it up.

Just a minor annoyance in an otherwise fabulous game.
 
Wish someone like IGN would review this. It's a major release and milestone IMO and deserves more attention.

That Pocket Gamer review really irritated the crap out of me. This stands high above the most iOS games.

-------

Also, if the dev is still around, my one and only issue so far with the game is the wind skill. It's ok if you are doing it just once, but it's a major pain in the ass when you have to do it multiple times to get the pinwheel things all the way up. The problem is that at least half the time the swipe is registered as a movement for Heroki and not registering for the wind.

It'd be nice to have a different way to use it OR at least make it so you only have to spin the pinwheels once, not like three times to move it up.

Just a minor annoyance in an otherwise fabulous game.
Someone on TA had the same problem so you're not the only one! :)

For the wind-switches: It's best you draw loops with the power of wind over the propellers. You can quite easily draw multiple loops before the meter runs out.

Hope this helps you, if not let me know! :)
 
Apparently this game is barely charting on the iOS charts even though it was Featured Game on the App Store.

Mobile is a fucking mess. Seems like 8 bucks is too much.

I like mobile, but it's so price sensitive that I worry about the economics.
 
Apparently this game is barely charting on the iOS charts

Mobile is a fucking mess. Seems like 8 bucks is too much.

I like mobile, but it's so price sensitive that I worry about the economics.

To be fair, I believe that Transistor charted well for the first couple weeks, and that was more expensive. Granted, that was a well known game that received a ton of accolades prior to coming to iOS.

I know the first two weeks this game fluctuated from around the top 40-200, but unfortunately it doesn't seem to have had as much success as games like Don't Starve. Still, that doesn't necessarily mean this bombed.
 
big new update, now Universal on tvOS:

MAJOR VERSION 1.1 UPDATE

• Heroki is now also available for the Apple TV!
• Cross platform iCloud
• Added 3 save slots for family friendly gaming
• Added full MFi support
• Added more checkpoints
• Improved the visibility of the secrets
• Improved the controls a lot!
• Smashed some serious bugs into obliteration
• Made great improvements to the camera
• Made the gameplay more accessible
• Made the game even smaller (less than 350MB)
• Better performance on older devices
 
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