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Instant Hero [iOS] - New FREE game from Rllmuk people, OUT NOW, new trailer added!


jon_cybernet
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We'll look into that, definitely. Are you enjoying the game?

Yeah, it is quite fun, the music and art is nice, would be good to have the odd free continue from the chest bonus' after a boss fight, when I play Candy Crush, every so many hours you get a spin on the wheel to win a bonus prize, these never get used straight away but saved up for when I need them, I know they are wildly differing games of course, but it was a welcome addition in that game.

Also, when you hit the sheep in the main quest, does this add to your total bill you owe Dave? I noticed that my coin count was going up still when I hit them.

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On my device if I tap an ad, it takes me to the web browser, and then when I tap the game icon to go back it carries on exactly where I left off - does it not do that on yours?

Adverts shouldn't take you back to the main menu, they pop-up in game but return you where you were. Or at least they should. Can you confirm you were kicked out?

It wasn't an ad that launched the browser, it took me to the app store.

I think it definitely needs some more incentives to keep playing. At the moment, there doesn't seem to be any point to progressing. I managed to beat the fifth (I think) boss.. and it just went back to level 1 again. (I guess at this stage it's proving the concept rather than fleshing the content out ad infinitum though!) Treasure chest items you get don't really seem to do anything (apart from the story books, nice touch that).

I think the tutorial is fine, what gets confusing is knowing, on each level, which monsters are what level. Tricky one to know how to address, because what you don't want to do is slow things down. Perhaps at the beginning of each level, just one monster of each level has the required number of swords to kill it pop up over its head for a couple of seconds? Or if you tap on a monster it shows the required swords?

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But when it goes back to level one, your multiplier is still growing, meaning you get much higher scores - also it gets a little harder each go round with more monsters to kill, faster etc.

I think we're probably going to address the what level monsters are thing, probably by having them pop in in order (I.e. LVL 1, LVL2 etc) with the required amount of swords over their heads. Would that work for people?

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What sort of Ad was it? A full screen or a banner, as I just tried one of the google full screen ads that takes you to the App Store, and when I went back to the game it was still in the exact place I'd left it. Just be really useful to know (even down to what AD it was) just because we really want to fix this if we can, and we can't replicate it. Screenshots would be great too.

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Unfortunately I can't remember which ad it was EDIT: except I'm pretty sure it was a banner, not a full screen one. There was another one that left the screen untouchable and darkened; I did grab a screenshot of that:

attachicon.gifIMG_28551.PNG

That looks very similar to what happened to me on the Level 1 boss after an advert, it did kick back in after time though.

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That advert looks like it's an interstitial made to appear like a banner ad. I think that's why there's a cross on it. Don't really know what I can do there as the advert has control at that stage, the game is effectively running in the background. I have no control at all over which adverts appear.

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But when it goes back to level one, your multiplier is still growing, meaning you get much higher scores - also it gets a little harder each go round with more monsters to kill, faster etc.

I think we're probably going to address the what level monsters are thing, probably by having them pop in in order (I.e. LVL 1, LVL2 etc) with the required amount of swords over their heads. Would that work for people?

Having them pop in in order is a good idea, definitely. Not sure about having swords over their heads - the levels are busy enough. I suspect it might look too crowded. But I haven't really had any trouble figuring out which level enemies are. They're physically bigger at each level, aren't they?

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The adverts thing's a pain. I look into it.

In other news build 0.9(6) is on Test Flight. A couple of the changes we've discussed have been added along with control after the hero is launched. You can swipe to affect lateral movement and also swipe down to slow the hero. Opinions on that would be good.

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Updated.

Swords over baddies is good. Being really picky, could it be a bit quicker when they appear?

Had it freeze on me - chose to use a continue and it said contacting App Store... And nothing. Hung on that screen for ages, had to force quit it.

Edit: should say, app is still running (baddies on faded screen are still moving) but it never actually progressed.

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I like the swords over baddies too. And the control over your guy seems much better too.

The intro to the levels is quite slow though. It might get irritating after a few goes. Could either be shown only once per level per game, or have a 'tap to skip' prompt...

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Ooh, I like having a modicum of control over the hero after you've set him off-feels a lot less annoying when you die with that change.

I had another one of those issues where I couldn't regain control of the game after an ad. It was a full screen ad, after I dismissed it the screen remained dark and I couldn't do anything . Took another screenie but on mobile at the mo.

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Google advise not using real ads during testing so I've never seen this issue. I'll have to switch them on and see what's happening. If anybody does see this happen details would be great. Pretty typical as I was pleased the app was so solid and a third party problem is causing a critical defect.

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If you die on the first level is there any point in using a continue? Maybe just drop the player straight back into the action.

I like the extra control you have now but I do miss it when you get to a boss, seems odd changing up the control system.

Also agree with Scribblor's idea that you should level up/progress in some way to make future runs easier even if you die.

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Had a blast at this tonight. I'm liking the style and audio in the game, very nice. One thing that's a little annoying is the placement of he ad. I keep hitting it accidentally when trying to move my hero, I like to hold my thumb low so I can see all the beasties above. Maybe have the ad at the top? Seen that in a few games.

The swords above the head is makes it a little clearer as to which bad guys you can hit, but I initially though they were power ups I could click, I think that was because they flew up the screen.

One thing I'd like to see is some sort of XP bar for levelling. Even though it tells you after the bosses, a visual bar would give more incentives to continue, the old 'I'm almost levelled up, I'll play one more time'.

Also, does this work on iPad? Got an IOS 6 iPad 2 here but my udid isn't accepted.

Going to play some more later :)

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I only added one device ID for each person as we have a limit on the amount of devices we can register.

There is a new way of doing Beta testing but it's iOS8 only so I've not bothered with it.

You can't continue if you die on level 1 anyway, Dave will tell you not to be wasteful.

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Liking this so far, nice style and great music.

Changes to the update have all been positive for me, initial indicators above the enemies is nice though as Scribblor mentioned; does seem a bit slow when repeating the level, maybe tapping the screen to speed that up would help?

Something stopped the music for me earlier, I was in game and went to the in app purchases, got the sandbox message and when I cancelled the music was off - sound effects were still working fine. I haven't been able to replicate that, will try keep trying and let you know.

I'm another who doesn't like the advert at the bottom - I get that having it there may help prompt the IAP to remove, just makes me have my thumb too far up the screen which is a bit annoying.

Thumbs up from me overall, even though I'm rather rubbish at the game so far!

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Glad people are enjoying the changes - got a few more on the way that will hopefully seal the deal. We haven't got enough resources to do any huge sweeping changes, but hopefully it'll be enough to launch as an MVP at least.

This sort of stage of development is always horrible - at some point you have to stop, but you always have this nagging feeling that just one more tweak might make all the difference...

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Really enjoying this, great for short bursts of gameplay which is what I'm after on a mobile game tbh. I did have a bug where there was no music on the first boss battle (the sfx worked though) I'm sorry but I can't remember what triggered this and it hasn't happened since.

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You know the levelling up, where you get hats and what have you? Is that just cosmetic or is there some sort of gameplay difference too?

Purely cosmetic. As in, "Yay, hats!" We're fiddling with the levelling curve a bit though, to make them more common.

Really enjoying this, great for short bursts of gameplay which is what I'm after on a mobile game tbh. I did have a bug where there was no music on the first boss battle (the sfx worked though) I'm sorry but I can't remember what triggered this and it hasn't happened since.

Glad you're enjoying it! Was getting worried we'd accidentally made the worst game ever.
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