Maybe you were checking out the wrong games?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![]()
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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.
I'd be willing to bet it'll be on Steam before the first autumn leaves fall from the trees.
This is also 60FPS, and runs at much higher resolution than any Wii game.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...
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![]()
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.
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.
Mobile threads aren't only ones though, go check any PC indie thread and you'll see what I mean.It's sad that the port begging rule doesn't apply to mobile games.
Is it weird if it reminds me of Sonic and the secret rings?
Didn't SEGA publish Alien 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'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.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![]()
Lethe, that is just beyond awesome of youIt'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.
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![]()
Music reminded me of NiGHTs.
Someone on TA had the same problem so you're not the only one!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.
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.
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