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Ash: the iOS RPG. (No Pokemans here, sorry :( )

spectheintrospectheintro Registered User regular
edited December 2010 in Games and Technology
Hey everyone:

I'm Aujang Abadi, one of the founders of SRRN Games: the guys who developed Ash, which has alternately been described as "a love letter to the SNES" and "OMG WTF hwo cud u uz RPGMKAER ARTS?! WHYYYYYYY!!!" (Both are actual, direct quotes.)

Gabe was awesome enough to give some promo codes for Ash away on his Twitter, and the response looked fairly positive. (Except for that one guy who tried to poop on us.) However, it's really hard to get good feedback from teh Twitterz, and if there's anything an indie developer needs, it's cash monies. But good feedback is a close second!

So, I asked a mod (Patrick) if I could start this thread here to get some feedback/flames/more poop from the PA community, and he graciously agreed. I'm a die-hard fan of the comic and I designed the game, in part, for PA fans. I have *no idea* if I succeeded. I'm hoping you all can let me know.

If you've got any thoughts on the game, please leave them here. We'd genuinely like to know what you think.

Thanks in advance, guys/gals.

EDIT: By request, I am uploading screenshots, our videos that are on the youtubes, and the body of critical reception thus far.
mzi.fwiklnhf.175x175-75.jpg

Screenshots:
Merchant-Dialogue.png

FinalFantasyshoutout.png

OlesanmiSkill.png

Skill-menu.png
Youtube Video:
http://www.youtube.com/watch?v=F_6y75iKkY0

Critical Reception:
RPGFan
GamePro
148apps
PlatformNation
TouchArcade
The Unofficial Apple Weblog

There's also a pretty active TouchArcade thread with plenty of user feedback, if you want to see how other gamers have felt about it thus far.

In general, people dig the 16-bit vibe, enjoy the writing, and love the music. (Our composer, Nathan Winder, is really awesome.) The lack of a D-pad is a plus for some and a minus for others--GamePro and SlideToPlay (who hasn't posted a review yet), along with some of our fans, have found the controls frustrating at times.

ADDITIONAL EDIT (gameplay description):
First, the game is a turn-based RPG that's very linear--think Final Fantasy IV or Dragon Quest V. The characters have pre-set growth patterns, and we chose this deliberately because we really wanted to recreate the feel of the classic SNES RPGs.

I think the most in-depth discussion of how the game is played probably occurs in RPGFan's latest podcast, which you can find here. Minutes 25-31 are spent talking about Ash. Their general impression was really favorable (which was very gratifying)--I believe a quote was "it fixes all of the issues Crimson Gem Saga couldn't," which (I won't lie) had me beaming for two full hours. They also mention some of the game's flaws, like I listed above--occasionally frustrating controls, necessity to grind a little, and the fact that we licensed our art. (I wish we'd been able to find a talented artist who'd return our calls.)

We're hosting the soundtrack on the site free of charge, and we're also putting up a strategy guide piece by piece, as the world is pretty big and a few of our players have gotten lost.

If you have any questions/need anything else, please feel free to ask! :)

spectheintro on

Posts

  • InkSplatInkSplat 100%ed Bad Rats. Registered User regular
    edited November 2010
    If it was universal, I'd probably pick it up without too much hesitation. But since it isn't, I'll at least keep an eye on the thread to see what people think.

    That, and hopefully someone can try it on an iPad and let me know how it looks, as that would be the other factor holding me back.

    InkSplat on
    Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
  • solsovlysolsovly Registered User regular
    edited November 2010
    Hey everyone:

    I'm Aujang Abadi, one of the founders of SRRN Games: the guys who developed Ash, which has alternately been described as "a love letter to the SNES" and "OMG WTF hwo cud u uz RPGMKAER ARTS?! WHYYYYYYY!!!" (Both are actual, direct quotes.)

    Gabe was awesome enough to give some promo codes for Ash away on his Twitter, and the response looked fairly positive. (Except for that one guy who tried to poop on us.) However, it's really hard to get good feedback from teh Twitterz, and if there's anything an indie developer needs, it's cash monies. But good feedback is a close second!

    So, I asked a mod (Patrick) if I could start this thread here to get some feedback/flames/more poop from the PA community, and he graciously agreed. I'm a die-hard fan of the comic and I designed the game, in part, for PA fans. I have *no idea* if I succeeded. I'm hoping you all can let me know.

    If you've got any thoughts on the game, please leave them here. We'd genuinely like to know what you think.

    Thanks in advance, guys/gals.

    --Aujang Abadi

    Thanks for following all the forum rules for posting. Maybe you could update the OP with more shiny pictures and links? A video preview, game mechanic explanation and other things are usually helpful.

    How long is the game? I have a couple bucks left over on my iTunes card but already have a couple RPGs backlogged on my phone.

    solsovly on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    solsovly wrote: »

    Thanks for following all the forum rules for posting. Maybe you could update the OP with more shiny pictures and links? A video preview, game mechanic explanation and other things are usually helpful.

    How long is the game? I have a couple bucks left over on my iTunes card but already have a couple RPGs backlogged on my phone.

    The game is around 15 hours long, per our internal estimates and as confirmed by the fans who've completed it thus far.

    I was hesitant to post any "marketing-esque" information in the OP because I didn't want to make it seem like I was pimping my own game. But if that's cool--and I'm gathering that it is?--I'd be happy to post pictures, the trailer, and the body of critical reception thus far.

    EDIT: I've added them. Just let me know if you need anything else. :)

    spectheintro on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2010
    Yah, trailers, screen shots and stuff are fine. We put those in most of our OP's.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • spectheintrospectheintro Registered User regular
    edited November 2010
    InkSplat wrote: »
    If it was universal, I'd probably pick it up without too much hesitation. But since it isn't, I'll at least keep an eye on the thread to see what people think.

    That, and hopefully someone can try it on an iPad and let me know how it looks, as that would be the other factor holding me back.

    Inksplat:

    See this post on the TouchArcade forums for an answer to your 2nd question. I should note, though, that someone running the 4.2GM on their iPad had some weird blackout issues with the game. They were quickly resolved by restarting (and we have a really robust auto-save feature so it didn't cause any data loss, to my knowledge) but because Apple hadn't seeded the 4.2 SDK to us when we were testing the game, we didn't catch that particular bug.

    spectheintro on
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited November 2010
    So what do you guys mean by "universal"? I am a big apple app newb, but could I play this on my iPod Touch? Was it made for a screen that small?

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • InkSplatInkSplat 100%ed Bad Rats. Registered User regular
    edited November 2010
    GnomeTank wrote:
    So what do you guys mean by "universal"? I am a big apple app newb, but could I play this on my iPod Touch? Was it made for a screen that small?

    In this case it is made specifically for the small screen. Universal means it plays on both the iPad and the iPhone/Touch. HD will tend to refer to iPad only.

    InkSplat on
    Origin for Dragon Age: Inquisition Shenanigans: Inksplat776
  • LunkerLunker Registered User regular
    edited November 2010
    OP also PM'd me asking for feedback and generally being a cool dude, so he's definitely not a spambot or anything! :) I'm curious to hear more about how the battle system works and any character customization, if there's any; is it a very straightforward kind of game, kind of like older FF games or Dragon Quest, or does it allow for skill trees and any kind of character customization? Does it play like any of the RPGs existing on the App Store? Currently I feel like Crimson Gem Saga is probably the most solid, polished RPG on iPhone now, though I suppose that's a bit of cheating as it's a PSP port.

    Lunker on
    Tweet my Face: @heyitslunker | Save money at CheapAssGamer (not an affiliate link)
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Lunker:

    Thanks so much for your post. I'm going to edit the OP to include this information, but let me answer your questions here too.

    First, the game is a turn-based RPG that's very linear--think Final Fantasy IV or Dragon Quest V. The characters have pre-set growth patterns, and we chose this deliberately because we really wanted to recreate the feel of the classic SNES RPGs.

    I think the most in-depth discussion of how the game is played probably occurs in RPGFan's latest podcast, which you can find here. Minutes 25-31 are spent talking about Ash. Their general impression was really favorable (which was very gratifying)--I believe a quote was "it fixes all of the issues Crimson Gem Saga couldn't," which (I won't lie) had me beaming for two full hours. They also mention some of the game's flaws, like I listed above--occasionally frustrating controls, necessity to grind a little, and the fact that we licensed our art. (I wish we'd been able to find a talented artist who'd return our calls.)

    If you have any other questions, please feel free to reach out to me. I'd love to get as much feedback about the game as possible.

    spectheintro on
  • DelzhandDelzhand Registered User, Transition Team regular
    edited November 2010
    Huh. There's a JP only DS RPG called ASH (Archaic Sealed Heat).

    Are there any plans to release a demo version? I'm interested in this, but I don't buy downloadable titles without playing them first.

    Delzhand on
  • SulSul Registered User regular
    edited November 2010
    I am in the same "wish it were universal" boat, but have a slightly different question. If you were to make an ipad version, would it most likely be a separate app? The prospect of buying the game and then buying the game again is the downer for me.

    Sul on
    Who is the mortal I see every morning with more than a little bit he must be important
    Nintendo Friend Code: SW-0689-9921-0006
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Delzhand wrote: »
    Huh. There's a JP only DS RPG called ASH (Archaic Sealed Heat).

    Are there any plans to release a demo version? I'm interested in this, but I don't buy downloadable titles without playing them first.

    Yeah, I actually didn't realize this until we released the game for preview. A bunch of people responded asking about the DS RPG/Pokemon alternatively. We had a good chuckle over that.

    Re: the demo version, probably not, to be honest. We wrestled with this for a while, but ultimately decided against it, for a variety of reasons. I think if there's a lot of demand for it we may revisit the idea, but I'm not entirely sure.
    I am in the same "wish it were universal" boat, but have a slightly different question. If you were to make an ipad version, would it most likely be a separate app? The prospect of buying the game and then buying the game again is the downer for me.

    We would love to make a universal/iPad-only version, but it would require not only significant reworking of the codebase, but also new artwork. One of the downsides of licensed art is that you're kinda stuck with what you've got--and I'm not at all comfortable with the quality and resolution of the art we do have to put out an iPad-native version of Ash. If we put out an "HD" version of Ash, I'd actually want it to do the screen justice, you know?

    spectheintro on
  • Conan-sanConan-san Registered User regular
    edited November 2010
    So, no one has picked up that this uses the RPG Maker RTP (or, at the very least, it's assests)?

    Conan-san on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Hey everyone:

    I updated the critical reception with another review, this time courtesy of Platform Nation.
    So, no one has picked up that this uses the RPG Maker RTP (or, at the very least, it's assests)?

    Check out the post above yours, and the first post. ;)

    spectheintro on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    And one more review, this time courtesy of TouchArcade. It's worth noting that we've officially prototyped a d-pad control scheme for the game, and will be rolling it into our next big update. People have requested it enough that we'd have to be jerks not to do it.

    spectheintro on
  • Conan-sanConan-san Registered User regular
    edited November 2010
    Hey everyone:

    I updated the critical reception with another review, this time courtesy of Platform Nation.
    So, no one has picked up that this uses the RPG Maker RTP (or, at the very least, it's assests)?

    Check out the post above yours, and the first post. ;)
    So what you're saying is, that doesn't break TOS with Enterbrain to use the RTP art?

    Conan-san on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Conan-san wrote: »
    So what you're saying is, that doesn't break TOS with Enterbrain to use the RTP art?

    In short, yes--we followed the licensing guidelines (including payment) as stipulated by two separate lawyers: both agreed that the TOS allowed us to do what we've done. Enterbrain is credited in our press release, in our App Store description, on our website, and at the end of the game--including the supplemental art they added after original release. (We credit the individual artists responsible, in that case.)

    I talk about this issue a bit on our website:
    we would have loved to have had original art. We tried for months–we spoke to over 80 artists–to get the right art for Ash. I called everyone I knew in the industry, and either they wanted much, much more money than we had, or they wouldn’t return our calls. (Being the little guy has its drawbacks.) In the end, we decided to license Enterbrain’s gorgeous art because we weren’t willing to let this setback kill the game.

    If you have any further questions or concerns, please don't hesitate to ask. :)

    spectheintro on
  • Conan-sanConan-san Registered User regular
    edited November 2010
    Ah, OK then. I could have sworn "Non Commercial" was part of the RTP's TOS though that Might be RPG Maker's TOS and it was a while since I installed VX so I might be entirely wrong on the subject.

    Conan-san on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Conan-san wrote: »
    Ah, OK then. I could have sworn "Non Commercial" was part of the RTP's TOS though that Might be RPG Maker's TOS and it was a while since I installed VX so I might be entirely wrong on the subject.

    If you pay them (which we made sure to do) you operate under a difference license. We were very concerned with this--we didn't want to break the law, obviously, but furthermore we didn't want to alienate anyone. We've tried to be as up-front and honest as possible so that no one thinks it's our intention to deceive, and even despite this we have all unanimously agreed that our next game (assuming Ash lets us stay in business) can, under no circumstances, use licensed art. But I don't think that will be a problem next time around: Ash's critical reception should help other artists take us seriously.

    spectheintro on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Wanted to poke my head in to say that version 1.2 just went live, which includes D-Pad support. (This was our most highly-requested feature!) Thanks everyone. :)

    spectheintro on
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited November 2010
    Bought it - shall see what it's like! Any other good turn based rpgs around on the iphone?

    surrealitycheck on
    3fpohw4n01yj.png
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited November 2010
    Ok, I really did not expect the writing to be good. It is. I have actually laughed out loud a couple of times, and cheered when the world was revealed to be low magic. Very pleased so far. Will give a proper writeup when I finish it and am not typing on the crappy iPhone keyboard.

    surrealitycheck on
    3fpohw4n01yj.png
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Surrealitycheck:

    I'm thrilled you like it! Thanks so much for your support. :) If you have any questions, please feel free to reach out to me--and please do leave your impressions here; I'm eager for any and all feedback the community has.

    spectheintro on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    We're FAAD's featured app for Black Friday! Head on over to check us out!

    spectheintro on
  • AmpixAmpix Registered User regular
    edited November 2010
    Okay, I picked this up through FAAD (it was really awesome to see that!) but I just got my ass handed to me by the first boss. This kinda baffled me, the first boss is usually pretty easy. Am I actually supposed to grind before taking him on?

    Ampix on
    steam_sig.png
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited November 2010
    Okay, I picked this up through FAAD (it was really awesome to see that!) but I just got my ass handed to me by the first boss. This kinda baffled me, the first boss is usually pretty easy. Am I actually supposed to grind before taking him on?

    You just need to spam your two abilities and quaff potions I think. The mutated dude?

    surrealitycheck on
    3fpohw4n01yj.png
  • AmpixAmpix Registered User regular
    edited November 2010
    Okay, I picked this up through FAAD (it was really awesome to see that!) but I just got my ass handed to me by the first boss. This kinda baffled me, the first boss is usually pretty easy. Am I actually supposed to grind before taking him on?

    You just need to spam your two abilities and quaff potions I think. The mutated dude?

    Well I did just that, though he looked more like a monster to me. The bottom of the mine right?

    Ampix on
    steam_sig.png
  • surrealitychecksurrealitycheck lonely, but not unloved dreaming of faulty keys and latchesRegistered User regular
    edited November 2010
    Well I did just that, though he looked more like a monster to me. The bottom of the mine right?

    Yus. If that's not working maybe you need to grind a bit, or equip some other weapons and armour if you've found/bought any.

    To the devs - where do you go after the supply depot? One of the problems I'm having is that there's no world map and no way to know what your current "quest" is - so if you leave the game for a bit you can end up wandering for quite a while!

    surrealitycheck on
    3fpohw4n01yj.png
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Well I did just that, though he looked more like a monster to me. The bottom of the mine right?

    Yus. If that's not working maybe you need to grind a bit, or equip some other weapons and armour if you've found/bought any.

    To the devs - where do you go after the supply depot? One of the problems I'm having is that there's no world map and no way to know what your current "quest" is - so if you leave the game for a bit you can end up wandering for quite a while!

    Head southwest of the depot to a castle surrounded by forest. That's Keshvar, and it's your next stop.

    Also, we have a world map available on our website--we're looking into making a world map accessible from in-game as well, as this continues to be one of the most oft-requested features. :)

    spectheintro on
  • spectheintrospectheintro Registered User regular
    edited November 2010
    Hey all:

    Version 1.25 just went live (may take a bit to propagate). It fixes a bunch of small bugs. Thanks!

    spectheintro on
  • spectheintrospectheintro Registered User regular
    edited December 2010
    Thanks to everyone for entering the giveaway, and special thanks to TheLunker for organizing it! I'll keep this thread updated with new updates and similar giveaways.

    spectheintro on
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