Surprisingly didn't get sensitivity feedback during the beta so I didn't prioritize it. Thx for mentioning it though- I do have a mostly-built sensitivity toggle I can try to get into the next update assuming nothing bursts into flames *knocks on wood*
I always feel a bit ashamed when i grab a promocode instead of paying full price. Worse, i can‘t even write a review on the store in return Thanks a lot for 9HFH9XNNJ4H6! Played only 5 mins. but it got the same top vibes as Immortal Rogue. Nice! Good luck my dear Dev! PS: got used to the controls pretty quick, but it‘s never fault to have diff options.
Does it have icloud/camecenter saving progress so it can be played across iphone and ipad without losing progress ?
Ok latest version is out with some changes that address the recent pieces of feedback from here: -Drag sensitivity slider added -Collider precision improved -Base collision damage reduced -Map size variation increased
For my ''taste'', the sensitivity update feels soooo good!!! It was already game of the week for me, but now i can see it sitting in my phone forever... One small request is, on the two-button configuration (or in a new third option), if you can implement the boost on the right side. In small words what i have in my mind, is to have my left thumb always on the screen to navigate my ship and with the right thumb to handle the heavy weapon and the boost... I propose this because of the narrow passages in some levels, i feel unsafe to pull my finger off the navigation in order to activate the boost (i have taken some ''cheap'' damage sometimes)... In any case, the game after the update is perfect!
I love the presentation. The art is fantastic. Overall design is right up my alley. Especially colors. The music is top notch. Progression system is great as well as the amount of unlocks. Leveling up ships is a great way to keep the player interested and coming back for more. Also the somehow problematic collision detection has been fixed to the point of perfection. And than there’s the controls that ruins it all. One touch scheme is utterly useless. Two touch scheme just sucks. With the sensitivity slider or not. I’ve been patient and tried to get used to it, to master it. But no, it’s not gonna fly. The problem (for me) is the acceleration/breaking attached to the left joystick controlling the directions as well. It just doesn’t work. With full controller support this wouldn’t be an issue as there’s more buttons to use, but with touch controls (that I prefer with mobile gaming) this won’t work. I was trying to figure out the solution but unfortunately there isn’t any. With such complex abilities like acceleration and dodging, light and heavy weapons and whatnot, there’s no easy fix. I’d personally sacrifice acceleration/breaking which would make it acceptable and playable for me. I’d assign dodge to left joystick instead of that and use buttons on the right for weapons/skills. I’d even tolerate acceleration slider on the right like gas/brake in racing games. But with current controls the game’s unplayable for me. Or to be more specific, it’s playable but frustrates the shit out of me, hence it’s anything but enjoyable. And it’s the shame because everything else about this game’s just perfect.
Sorry to hear the controls took you out of it man. I'll be able to iterate on a few things as feedback comes in (seems like there are some pretty easy 2h control alteration to make), but things like completely altering the acceleration system or adding controller support are probably out of the scope for this project tbh. Unless I get the opportunity to make a switch port- in which case I could bring a lot of that functionality over to the mobile version. I can't tell you for certain if that's going to happen atm though.
I have to say the one thing that really bothers me and has since beta is getting the +hp vs +xp option when I have a max level ship with full health. I’m having an otherwise great run, but just got my third completely useless choice for the 3rd out of 3 times. It just makes me want to die and restart because I know the lack of damage or max health upgrades will eventually catch up with me and I might as well just start over and hope for better rng on the next run.
Controls took awhile to click, but I don’t know of a better way this would work. I really like old school asteroids rogue-lite vibe. Will be playing for some time to come, a few valid complaints about the different rng builds. Glad to hear there’s a fix on the way. Only one small complaint, why is there unnecessary blank stages after upgrades? My only thought is to see how to use the new weapon... but after a few games you don’t need that testing/tutorial stage between every upgrade. My suggestion if possible would be to take them away, they take away from the flow. Action, action, upgrade... nothing, go to new zone, then action again. Breaks immersion. If they’re needed for some reason, maybe a options could have a option for no “practice/blank zones.” Already a great game IMHO, can’t wait to get some more time with it.
The latest update where you can boost with the second thumb made the game fantastic!!! Time to unlock all the ships now
Didn’t pay much attention at first, but then I recognized the art style and the UI. And the unlocks are even more than Immortal Rogue ~ Another great game indeed ! Ps: Will Immortal Rogue be updated in the future?
Thanks! Yep I had to take a hiatus from managing my indie dev projects, but I'm back now and am currently working on a few features for immortal atm. Will hopefully be able to announce them in the next few weeks here (after this games remaining launch issues are sorted ideally)
I did not expect this build to be successful but that’s a new best for me: What builds are others using? I like to try all sorts of things, but if possible I like the heavy laser up front and a shield. Sidewinders, mag mines, and the heavy missiles are great too.