Thanks @athros !! How far did you get? Would love to hear what you love and hate in a review maybe? Thanks again!!!
@Majormorgan May I ask you how you created your assets for the game? Because they look truly amazing!
Of course @GR00G0 - I create them in Photoshop, I work with a small canvas size 320x480 pixels and have a zoomed in view next to it so I can paint away pixel by pixel
Very nice looking game and also good press for Codea
Excellent! Very polished-loving the cut scenes. On level 3 boss - tough but just about beaten him. 5 star review left in the store
Tried to buy it - but unfortunately only available for iOS 10 and above Any reason for that ? iPad 3 still working with most apps, although feeling a bit left behind.
Hey @timber that was an error on my part and one I’ll be fixing with version 1.1 very soon. It will be set to iOS 9.3. Thanks!!!
Thanks @se24vad !!
Thanks @West - check out this video clip of the credits that will go into v1.1. Watch until the end:
https://instagram.com/p/BVfq00ynyqU/
Nice
Hi @Majormorgan, I look forward to v1.1 - thought I was becoming retro for a moment
Hi @Majormorgan
Been playing quite a bit of StarSceptre recently. Was stuck on chapter 4 for ages - boss was too hard (for me) to kill using only the restart weapons. What I had to do was quit the game, restart and continue from the start of the chapter. This allowed me to build up the firepower through the level to kill the boss. It would be great if you could factor in a restart level or restart from last checkpoint option for a future update.
I’ve also discovered the supercannon Easter egg, but am I right in thinking this is a one off and it starts you at level 1 rather than a permanent application for the session?
A final niggle is that sometimes I get caught in a constant “tilt” loop with the ship (probably by moving my phone position and it thinks I’m constantly tilting it) - it would be good to have a way of recalibration the normal flat position in game (maybe via the pause menu?)
Hi @West - that feedback is ace and in fact I’ve worked on addressing all 3 of those things already. They’ve been finished for a week now in the new code and just finalising one more thing and it will be ready to send for an update.
The game now has autofire so you can hold down to shoot. You can still tap faster if you like too.
So the game now performs a mid-game save so once you kill the mid bosses it saves your progress and weapons etc…
Also the bosses on all levels have been made slightly easier so you don’t have to spend ages trying to kill them. Of course they are still challenging but it’s easier now.
The tilt mechanic has been fixed so that it detects the angle you play at the start of the game and then if you pull back further than that it does the loop the loop once. Only when you tilt away from you and return it past a certain level will it detect you are ready for loop the loop again, that way it stops the forever loopthelooping.
Plus I’ve built in cinema mode which enables you to rewatch any unlocked cut scenes that you might have missed or skipped.
Also the new version has that credits intro which I showed before. Did you spot yourself in them?
Great feedback - very much appreciated!!!
What I really need from the forum is any feedback and ratings when v1.1 comes out very soon. V1.1 has the builds listed above. Your ratings and feedback on the App Store mean better visibility. Thanks all!!!
Now that’s a nice review: https://dpadjoy.com/2017/07/26/starsceptre-review-ios/
Totally @athros ! And they’ve even said when v1.1 is out with its bug fixes (loop the loop is fixed) autofire, mid level saves, new cut scenes and cinema mode, plus pause button they’ll revisit the review!!! Thanks for the share
I don’t buy a lot of games, but I purchased your game to show support for your hard work and for Codea development. It’s clear you put a lot of time and heart into this game, and it’s a fun play that’s not too easy or too frustrating. I found that tapping to fire didn’t bother me at all (I thought it would after watching your video), and I actually prefer tapping to auto fire. I’m not as happy with the tilt controls. The game requires fairly accurate flying in some sections, and the sensitivity of the tilt controls can result in some extra deaths. The time rewind feature saves that from being too annoying.
The addition of the pause button was crucial, so I’m happy you addressed that. I know the old arcade machines never had a pause button (ever had to have a friend take over?), but I believe it’s an absolute requirement on a phone/tablet.
The only thing that bothers me (and I’m being picky because of the overall strength of the game design) is that the crystals that fly toward your ship when some enemies are destroyed are the same color as the enemy bullets. While this doesn’t affect gameplay much, I found myself trying to dodge crystals I thought were bullets, and thought I was being damaged instead of rewarded. A good basic design principle is to make things you want a different color than things you don’t want.
Congratulations on all your hard work and getting your game finished and out there! It’s inspiring to see it can be done!
Hey @mindless - thank you so much! Your feedback and support is amazing!
Yeah I’m hoping the new onscreen joystick control options will open the game up to more players and actually I’m starting to like the control system as much as tilt. I’m testing a beta this week before it goes live.
Interesting about the crystals, that was a key piece of feedback I thought I had addressed in v1.1 so that the crystals are now yellow and the enemy bullets are blue. Have you updated yet? Latest version is v1.1.5.
Really cool to get your feedback, would you like to try the beta when it’s out ? DM me your email address if you do.
Thanks again!
Here’s the latest screen recording of the alternative control system:
https://instagram.com/p/BX5xDqAH6kR/
Thanks
@Majormorgan I’d been stuck on level three, so I hadn’t seen any crystals in a while. But just before I read your response, I started the game over again and saw the crystals are now yellow - sorry about that!
I’m happy to see you’re willing to try onscreen controls. The tilt controls are well done in your game, but I’m just not a fan of tilt control in any game I’ve played. Another option is to just have the ship follow the player’s touch left and right. This would only work with auto-fire, though, since the player would have to keep a finger on the screen to move.
Back to building up power so I can get past that level 3 boss…