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The iOS gaming thread


Scog

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Apple could've saved everybody a lot of hassle if they weren't so picky about what got wedged into their dock connectors. I mean, it's not like they had to put buttons on their device, just accept that people want to put buttons on cases and provide an API for doing so.

As it is, the de facto standard for physical controllers on their platform is a bluetooth keyboard system.

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Anyone know what the Run Roo Run update did? Can't see any new levels...

Also, Super Crate Box is brilliant and frustrating. The collision and control issues really need fixed, otherwise it's a real missed opportunity. And I felt so stupid when I found out the red enemies were ones I hadn't killed on the way down, does it actually even tell you that in-game?

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I'm not sure what more they can do to improve the controls on SCB* - it's just fundamentally not suited to touchscreen controls.

There are loads of things wrong with the port that no review even noticed (in their haste to go to press the second it came out):

1. Revolver shots can sometimes kill two things at once

2. Grenade launcher sometimes doesn't fire a projectile (try pointing it at a wall) (yes, taking into account cooldown time)

3. Enemy spawning can get 'choked', leading to weirdly spaced blobs of enemies

4. Frame rate is extremely fragile - firing the flamethrower or minigun for more than a second or allowing more than about half a dozen enemies to accumulate causes it to drop dramatically - this is in a scaled up 2D game on a device that runs Cave's games and Infinity Blade, etc. with no performance problems

5. Player sometimes gets 'snagged' on the edge of platforms

6. Big enemies don't always turn around when hit with the katana

*Apart from having them not randomly 'forget' that you're holding a button down - about 90% of the times I die on normal mode is because of this.

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Not feeling it for Hero Academy here - it feels way too bitty and disjointed. Think it's the fact you have 5 actions per turn - doesn't feel enough so I never get a sense I'm developing any kind of strategy.

Or that I could turn the tide I of a battle somehow through any type of skill. It all feels very 'lite'.

Lovely presentation though.

You gave up too easily without even giving it a proper go, I've started a few games with some users on this thread. Will play over the weekend before posting my thoughts.

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You gave up too easily without even giving it a proper go, I've started a few games with some users on this thread. Will play over the weekend before posting my thoughts.

I agree - I've had some pretty close games, where the tide has turned one way then t'other. The limit of 5 actions is frustrating, but I think that's what makes it makes the game - you really have to think about how best to use those actions. The 'undo' function is v handy for trying different approaches too.

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I agree - I've had some pretty close games, where the tide has turned one way then t'other. The limit of 5 actions is frustrating, but I think that's what makes it makes the game - you really have to think about how best to use those actions. The 'undo' function is v handy for trying different approaches too.

I wish the undo would just undo your last turn though and not all of them.

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Puzzle Juice came out today and is definitely worth a look, especially as it's only 69p right now. It's another 'scrabble meets...' type of game. This time it's meeting tetris. I've heard it favorably compared to Word Tower (if that's what it's called) and I know a lot of you were fans of that. Check it out.

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Not making games which require big buttons in the middle of the screen is how you deal with that.

If someone wants to make a game that needs that sort of controls, they should make it for the 3DS or the Vita or a console. If they can't do that then they should just make it for PCs. It's not like they're actually likely to make any money from it on iOS anyway.

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You gave up too easily without even giving it a proper go, I've started a few games with some users on this thread. Will play over the weekend before posting my thoughts.

I'm quite happy I didn't! It's a nice enough looking game but I found it fairly basic, sluggish and slow to actually take your turns, and generally a frustrating experience.

Put it a different way, there's nothing there that would make me play it over (say) Carcassone, Chess With Friends (a far far better strategy game), or (say) Fire Emblem or Ghost Recon on 3DS.

It's OK, but it's not brilliant, and when I've got a stack of brilliant games still to play, this didn't quite cut it. I couldn't get past the opportunity cost of spending time on it.

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Not making games which require big buttons in the middle of the screen is how you deal with that.

If someone wants to make a game that needs that sort of controls, they should make it for the 3DS or the Vita or a console. If they can't do that then they should just make it for PCs. It's not like they're actually likely to make any money from it on iOS anyway.

You're right, of course, and some of the best games available are those innovative ones that play to the system's strengths.

But there are always going to be a majority of folks who want traditional style games which suffer without physical controls. Apple are short-sighted to ignore that.

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But there are always going to be a majority of folks who want traditional style games which suffer without physical controls. Apple are short-sighted to ignore that.

There are always going to be a majority of folks who want keyboard controls, Nintendo are short-sighted to ignore that.

There are always going to be a majority of folks who want traditional 2d games, Sony are...

Well you get the idea, I don't think the word "Majority" is any way a given there, especially on a device like the iPad, iPhone.

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