The iPad/iPhone/iPod Touch Gaming |Thread4| NOT Doomed

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Guys, is there anything you would like to see in a touchscreen 2d metroidvania style game which would be unique to the iphone/ipad at all? I have some ideas but since I am working on my game i've got into tunnel vision thoughts.
 
Guys, is there anything you would like to see in a touchscreen 2d metroidvania style game which would be unique to the iphone/ipad at all? I have some ideas but since I am working on my game i've got into tunnel vision thoughts.

Bully

or diablo style 2d platformer metroidvania style

or Bully diablo style 2d platformer metroidvania style
 
Alright let's try this again, codes for Brainsss, if you get a code, let me know what you think of the game because we're working on an update at the moment.

[/email ]
[email=*WXKAXPATEF67*][/email ]
[email=*LFMH374AWW9N*][/email ]

Also codes are for the US only. Sorry about that, but I only have a US account.

thanks


I'm sorry fooyee. I should have mentioned that the "" should appear without the space within the brackets.

I'm sorry :(
 
So how good is Waking Mars? Better than Spider in general?
 
So how good is Waking Mars? Better than Spider in general?

I don't think it's quite as intuitive as Spider, but it's a meatier game. Really intelligent. It's also beautiful, but the character portraits and dialogue are embarrassing and kind of take you out of the game. No idea what they were thinking...
 
I don't think it's quite as intuitive as Spider, but it's a meatier game. Really intelligent. It's also beautiful, but the character portraits and dialogue are embarrassing and kind of take you out of the game. No idea what they were thinking...

I hated it at first, but they kinda grew on me, heh.

I love the game, it's one of my favorites on iOS.
 
You guys have to try RPG Puzzle. I bought as a bit of a gamble as there were no rating or comments but liked the sound of it and thought what the hell its only 69p....well the gamble paid off, worth every penny imo.
 
Please post impressions on Air Mail as soon as you can. I'm still on the fence on that one.
There are some performance issues on iPad2 regardless of settings (you can just enable/disable fog and bloom).

The controls aren't as good as Sky Gamblers AS, both touch and tilt are more simple and basic (left to turn left, not left to roll and then pitch up to sharp turn). There's only an advanced touch mode that's weird to me, and yet is the only mode that allows more complex maneuvers as there is no advanced tilt mode (yet at least, advanced touch was unlocked past the first set of levels).

There's a normal third person and a first person camera with no cockpit and then a couple other useless camera modes you can't really play in (maybe top down helps you line up some package drops, I dunno), one top down, one cinematic.

The game seems to have some charm, the levels aren't just generic terrain and box buildings as in SGAS but more structured, they look kinda like a platform game's levels, that's probably why it performs visibly worse even though it's not as shiny (no motion blur etc). It's very kid friendly and simplistic in presentation so don't imagine something like Crimson Skies based on the setting either.

You either do missions in order which so far are going through rings and taking and delivering packages (by flying just over/by stuff, you don't have to time a drop or anything) or go in an explore mode that lets you "find" stuff similar to the Wii Sports Resort airplane mini game in whatever areas you have unlocked. Basically just flying through floating objects.

Edit: ok some missions have different presented objectives, scare pigeons off places, catch and drop fish, spray stuff over crops to make them giant, whatever, but you do the same action in all of them, you just fly close to stuff and through rings, some times in sequence. I guess each area may have its own objective presentation like that.

There's a time/point trial mode too, where you do some of the same things.

It's probably a pretty limited in scope game going by what I've seen so far so you may wanna wait for a deal. SGAS impresed me a lot more at first plays, before the shortage of content and variety became apparent, this is just like, neat, but I could have waited for the inevitable price drops. Hopefully they'll add more SGAS style control options in an update at least.
 
Slingshot Racer is pretty cool, but I hate how long the screen transitions are. Selection feels very slow. Games like this should have very snappy menus. Also, I'm becoming increasingly frustrated with the lack of Cloud saving support. I played a bunch of the game on my iPad 2 yesterday and the fact that I can't continue on my iPhone from where I left of just pisses me off.

There are some performance issues on iPad2 regardless of settings (you can just enable/disable fog and bloom).

The controls aren't as good as Sky Gamblers AS, both touch and tilt are more simple and basic (left to turn left, not left to roll and then pitch up to sharp turn). There's only an advanced touch mode that's weird to me, and yet is the only mode that allows more complex maneuvers as there is no advanced tilt mode (yet at least, advanced touch was unlocked past the first set of levels).

There's a normal third person and a first person camera with no cockpit and then a couple other useless camera modes you can't really play in (maybe top down helps you line up some package drops, I dunno), one top down, one cinematic.

The game seems to have some charm, the levels aren't just generic terrain and box buildings as in SGAS but more structured, they look kinda like a platform game's levels, that's probably why it performs visibly worse. It's very kid friendly and simplistic in presentation so don't imagine something like Crimson Skies based on the setting either.

You either do missions in order which so far are going through rings and taking and delivering packages (by flying just over/by stuff, you don't have to time a drop or anything) or go in an explore mode that lets you "find" stuff similar to the Wii Sports Resort airplane mini game in whatever areas you have unlocked. Basically just flying through floating objects.

There's a time/point trial mode too, where you do some of the same things.

It's probably a pretty limited in scope game going by what I've seen so far so you may wanna wait for a deal. SGAS impresed me a lot more at first plays, before the shortage of content and variety became apparent, this is just like, neat, but I could have waited for the inevitable price drops. Hopefully they'll add more SGAS style control options in an update at least.

Hmmm, shame about the framerate and the controls. I was expecting controls on par with Sky Gamblers. :/

Guess I will wait for the inevitable price drop. Oh well, I have far to many games to play anyway. Thanks!
 
Virtual buttons are fine, it's a travesty that some devs will water down a formula because of the "virtual controls are bad" mindset.

Look at Swordigo, Terra Noctis, Mage Quest, or Spellsword! As long as it's not a 2D game using a v-stick (why?) then it'll be good stuff.

If this is the same Diablohead I remember from the SFGHQ days then I'm extremely excited with what you come up with.
 
Virtual buttons are fine, it's a travesty that some devs will water down a formula because of the "virtual controls are bad" mindset.

Look at Swordigo, Terra Noctis, Mage Quest, or Spellsword! As long as it's not a 2D game using a v-stick (why?) then it'll be good stuff.

If this is the same Diablohead I remember from the SFGHQ days then I'm extremely excited with what you come up with.

Yea, don't listen to the virtual button whingers. If the game is good, they are no problem.

Virtual controls are lazy. I'd much rather an experience that's designed for the platform rather than one that's just on the platform because that's where all the money is. I want a developer to show that they're on iOS for the right reasons, because their vision is best suited to iOS. No game with virtual controls is "best suited" to iOS, no matter how "fine" it works.

But then I'm coming at it from a gamer's point of view rather than a business one. I can see why developers like releasing bad games for iOS because it's easy and even bad games can sell well when you've got people with literally no standards buying them.

I just expect more, is all, and it sounds like you're giving it a lot of thought to get it just right, so that's ace
 
iOS completely changes your perspective on gaming value. I spent $9.94 (plus tax) on Waking Mars, Sword and Sworcery, Zen Bound 2, Monopoly Here and Now and World of Goo yesterday, and afterwards I said to myself "Ok, no more. That's more than enough!".

5 games, average of $2 each.

Absurdly awesome.
 
iOS completely changes your perspective on gaming value. I spent $9.94 (plus tax) on Waking Mars, Sword and Sworcery, Zen Bound 2, Monopoly Here and Now and World of Goo yesterday, and afterwards I said to myself "Ok, no more. That's more than enough!".

5 games, average of $2 each.

Absurdly awesome.

And 3/5 of those are guaranteed awesome. Post impressions of Zen Bound? I have never played those.
 
Virtual controls are lazy. I'd much rather an experience that's designed for the platform rather than one that's just on the platform because that's where all the money is. I want a developer to show that they're on iOS for the right reasons, because their vision is best suited to iOS. No game with virtual controls is "best suited" to iOS, no matter how "fine" it works.

But then I'm coming at it from a gamer's point of view rather than a business one. I can see why developers like releasing bad games for iOS because it's easy and even bad games can sell well when you've got people with literally no standards buying them.

I just expect more, is all, and it sounds like you're giving it a lot of thought to get it just right, so that's ace

You know what, many things are lazy, and they're just fine. Lazy chilli is lazy, that's good. Sunday mornings are lazy. Making your girlfriend go on top is lazy. Virtual controls are just fine. On balance, I often prefer them to elaborate one-hand systems. Take Aquaria (or Waking Mars) for example. Fantastic games. But to play them, I NEED to be at a desk, or sat with a cushion in order to comfortably rest the iPad to use the controls. I can't hold it in my hands and play.

With good onscreen buttons, I can hold the thing like a giant joypad and I very quickly forget the disconnect of not having clicky buttons. I've played a bunch of platformers with these controls and they're almost perfect. But the method of touching to move can often be a right pain in the arse, don't even get me started on those fucking boss fights in Aquaria - what would pretty much be easy twin-stick fights are turned into contortion challenges where I stuggle to see the screen under my flailing arms.

Your position is very high and mighty and it ultimately means nothing other than you get to miss out on some great games.
 
Virtual controls are lazy. I'd much rather an experience that's designed for the platform rather than one that's just on the platform because that's where all the money is. I want a developer to show that they're on iOS for the right reasons, because their vision is best suited to iOS. No game with virtual controls is "best suited" to iOS, no matter how "fine" it works.

But then I'm coming at it from a gamer's point of view rather than a business one. I can see why developers like releasing bad games for iOS because it's easy and even bad games can sell well when you've got people with literally no standards buying them.

I just expect more, is all, and it sounds like you're giving it a lot of thought to get it just right, so that's ace
*makes jerk off motions with his hand*
 
But then I'm coming at it from a gamer's point of view rather than a business one.

I see where you are coming from. You want people to push the format to it's limitations and maybe even create new genres out of that pushing.

But, I also don't want the platform to be pigeonholed into two categories: a limited amount of genres (that work), then a bunch of experimental shit that doesn't quite gel or just falls short of being playable. There's no reason why traditional platformers, racers, etc (with virtual controls) can't coexist with gamestyles more suited with touch control.

The ideal world would be controls that are completely customizable to suit everyone's needs. But the truth is that there probably isn't enough talent/money/resources to pull that off for each and every game.
 
I had a bus trip with the girlfriend a few days ago so I bought Plants vs. Zombies HD for us to play.

Why did I wait so long to play this!?
 
*makes jerk off motions with his hand*

Okay.

I see where you are coming from. You want people to push the format to it's limitations and maybe even create new genres out of that pushing.

But, I also don't want the platform to be pigeonholed into two categories: a limited amount of genres (that work), then a bunch of experimental shit that doesn't quite gel or just falls short of being playable. There's no reason why traditional platformers, racers, etc (with virtual controls) can't coexist with gamestyles more suited with touch control.

The ideal world would be controls that are completely customizable to suit everyone's needs. But the truth is that there probably isn't enough talent/money/resources to pull that off for each and every game.

I just think if someone wants their game to have buttons, they should release it on a platform that allows them to have buttons. That they don't is purely financial, they're not making the game they want to make, they're making the game people will buy. If I was making a game, that's not the decision I'd take, but then I don't make games.

It's fine if they're just in it to make money and they aren't really putting any heart into their game. If a game is designed with buttons though, I just prefer playing it with buttons. Maybe I'm too old. I don't like virtual controls, never have, I just can't enjoy a game with them so no matter how many great games I'm "missing out" on, it's stuff that I wouldn't enjoy even if I tried it.

iOS is a chance to play games that I can't play anywhere else. That's what I love about it. Some people are fine playing things that they know would be better on other consoles, but I think even they would have to admit that iOS is best when the games are designed for iOS. No matter how much people can settle for virtual controls, there are better options.
 
I just think if someone wants their game to have buttons, they should release it on a platform that allows them to have buttons. That they don't is purely financial
Are you for real? Are you a real person?

To say that any game that uses a traditional control scheme is just a "cash-in" is ludicrous! Like no other factor can be counted for? Not it's ease of programming, or publishing, or just a preference for the device.

edit: or that the iOS platform does have buttons and they work well.
 
I had a bus trip with the girlfriend a few days ago so I bought Plants vs. Zombies HD for us to play.

Why did I wait so long to play this!?

This one's easy, because they only patched it to be feature complete a few months ago. :p Well, I guess except perhaps for iPad retina resolution(?), but at least content-wise it is caught up.
 
I'm sorry fooyee. I should have mentioned that the "[/email]" should appear without the space within the brackets.

I'm sorry :(

Hey it's cool, I'll get it right next time. I did preview the post, but I wasn't sure what it's actually suppose to look like. Also it looks like some users got the codes, so it works out in the end.
 
And 3/5 of those are guaranteed awesome. Post impressions of Zen Bound? I have never played those.

Zen Bound is great. The controls work exactly how you'd want them to. There's a good difficulty curve, and a good sense of satisfaction upon completion. There really isn't a whole lot to say about it; if the concept sounds good to you, you will probably enjoy it.
 
You guys have to try RPG Puzzle. I bought as a bit of a gamble as there were no rating or comments but liked the sound of it and thought what the hell its only 69p....well the gamble paid off, worth every penny imo.

Got a code for it the other day and I enjoyed a lot of what it has to offer. I love these types of RPG/puzzle hybrids. One thing, however, ruined it for me: you can't move your character gems while other gems are falling. Like Galactrix (and those damned leap gates), you have to wait for all movement to stop before you can move a gem (character). That breaks the game for me personally. Really great concept, though. If the developer could fix that one aspect of the game, it'd be golden in my book.

Buy Squids!

I luv this game. Can't wait for the next one.

http://itunes.apple.com/us/app/squids/id467904350?mt=8

QFT. One of the most polished gems on the App Store.
 
This isn't really an iOS game matter but seems a good place to ask. I am currently unable to log into Game Centre on my WiFi, but can when using 3G or other networks, and have no other issues with my WiFi. Has any one else encountered this or can recommend any solutions? It's not a matter that the connection is aborted, rather the connection is constantly loading.
 
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