My GameCenter handle is Wraith. Add me and make my 25k high score in Dungeon Raid seem tiny! I can't help but feel that the 600k high scores were exploiting some sort of unknown bug. I'd be happy to be proven wrong, but... man. It takes a long time to hit 25k, nevermind exceed 500k.
My GameCenter handle is Wraith. Add me and make my 25k high score in Dungeon Raid seem tiny! I can't help but feel that the 600k high scores were exploiting some sort of unknown bug. I'd be happy to be proven wrong, but... man. It takes a long time to hit 25k, nevermind exceed 500k.
There's only one score on the leader board that high and it's 500k points higher than the #2 score. I'm fairly happy to call that as hacking.
So i got dungeon raid a while ago, played it a few times and decided it was crap cause the graphics aren't hot and don't have the sharp style of something like angry birds.
After reading you people talking so much about it I started playing it on harder and now realize it's a near perfect one-handed game for elevator waits and other bite sized downtimes!
Are the scores people are attaining on harder difficulty? My best is 11k.
11k points on harder? How many turns did that take?
So i got dungeon raid a while ago, played it a few times and decided it was crap cause the graphics aren't hot and don't have the sharp style of something like angry birds.
After reading you people talking so much about it I started playing it on harder and now realize it's a near perfect one-handed game for elevator waits and other bite sized downtimes!
Are the scores people are attaining on harder difficulty? My best is 11k.
11k points on harder? How many turns did that take?
227 turns.
I'm feeling that its not a great score; just very hard for me so far.
What is the difficulty people here are playing usually?
I play any game on its hardest setting.
Bloodfart on
0
DietarySupplementStill not approved by the FDADublin, OHRegistered Userregular
edited February 2011
Fuck you guys, I struggle to break 4k on any consistent basis... on normal.
So i got dungeon raid a while ago, played it a few times and decided it was crap cause the graphics aren't hot and don't have the sharp style of something like angry birds.
After reading you people talking so much about it I started playing it on harder and now realize it's a near perfect one-handed game for elevator waits and other bite sized downtimes!
Are the scores people are attaining on harder difficulty? My best is 11k.
11k points on harder? How many turns did that take?
227 turns.
I'm feeling that its not a great score; just very hard for me so far.
What is the difficulty people here are playing usually?
I play any game on its hardest setting.
You sure you're not reading the XP column instead of the score column? My best run on harder is 225 turns but it only equated to a score of 4575. It had 1096 experience points, though, which is similar to what you said you got on your run.
Yeah, I'm having fun with Tiny Wings. I was frustrated by a "maintain fever for X seconds" challenge before bed last night and had to put it down, but I just nailed it. Luckilly, these next three challenges seem like "keep playing and you'll eventually get them" challenges.
Really excited by Hunters. But a (rather untrustworthy) review I read mentioned in-app purchases and in app adverts. If it's a paid app then thats very disappointing.
Ah, well if thats true I'll just pass it by. Huge amounts on the iPad to work through regardless, I'll stick to supporting ad free games.
Yeah, I'm having fun with Tiny Wings. I was frustrated by a "maintain fever for X seconds" challenge before bed last night and had to put it down, but I just nailed it. Luckilly, these next three challenges seem like "keep playing and you'll eventually get them" challenges.
I'm at the one where I need 10 perfect dips in the first stage. It's pretty tough.
Greetings from Logic Factory. Please excuse our delay in posting here, but this is just a note to let you know we are paying attention to some of the forums out there including this one.
We recently released our game, Ascendancy, on the App Store (universal app). We've put out one free update and are just about finished with the second, which is in testing now. It contains some fixes, upgrades, and a key new feature, but while I get to let you know the game is evolving from here, I am sworn to let the new updates speak for themselves on release.
Since we were inexcusably slow in joining this particular forum, and because I noticed on the front page that such giveaways are welcome as opposed to being considered rank self-promotion (or at least forgivable self-promotion) we would like to offer five free promo codes to the first people who send us an email. (contact@logicfactory.com)
Please just put in the subject line something obvious like "Penny Arcade forum giveaway". The first five emails will receive a reply with a promo code for the game. We won't use your address or any information in your email other than replying to you, and we won't share anything you send with anyone.
We are compiling all the feedback we see, whether in email from our customers or on forums and using it to help us prioritize future updates. Believe me, we have our own very long list of things we are doing for Ascendancy, but we do get so close to it after this much time in development that the feedback helps us make sure what should be on the top. The more detailed are the comments the better.
If we don't respond to specific posts please understand that we do see and note them, but just think we should post as minimally as possible in your playgrounds. Thanks.
Woo! Thanks Logic Factory. I have extremely fond memories of me and a buddy sitting at his 486 playing Ascendancy at every available opportunity. At the time, I think we hex-edited in a little extra cash, so I hope I can do without. I like to think I've gained some skill in the 15+ years it has been...
Yeah, I'm having fun with Tiny Wings. I was frustrated by a "maintain fever for X seconds" challenge before bed last night and had to put it down, but I just nailed it. Luckilly, these next three challenges seem like "keep playing and you'll eventually get them" challenges.
I'm at the one where I need 10 perfect dips in the first stage. It's pretty tough.
And I just cannot seem to get to stage 7.
Yeah, the 10 perfect dips in the first stage one is tough. It helps if you realize that you don't need to have a lot of speed or air to get perfect jumps. I ended up swooping, tapping in mid-air to lose speed, and aiming for every other bump. (i.e. swoop, pass over one valley, catch the next valley) Once I got they rhythm down, it went decently. The next one that's a huge pain is the "5 cloud-touches while in fever mode" challenge. Bah! (finally got it, though)
What's the deal with the 5x (in Tiny Birds)? One of my goals is: "5x: Get a 1 [swoosh] right after an island jump." I thought it meant get a [swoosh] on the first of your jumps after an island, and do it five times, but I did that on islands 2-6 and it didn't kick in. Maybe I did the rare bump-ever-so-slightly-but-then-still-[swoosh]-on-the-same-hill.
Our research team at Superbrothers have been busy preparing our latest psycho social audiovisual experiment, a meandering mythopoetic adventure known as S:S&S EP.
You are now among the initiated.
We will meet again at the appointed time, when the day & the night are in balance.
This big version stutters a bit for me; there is a smaller embedded version on the game's homepage.
S:S&S EP is a 21st century interpretation of the archetypical old school videogame adventure, designed exclusively for Apple's iPad, iPhone & iPod Touch.
It's a mix of laid-back exploration, careful investigation & mysterious musical problem-solving occasionally punctuated by hard-hitting combat encounters. S:S&S EP is an unusual genre-bending effort with an emphasis on sound, music & audiovisual style that has been positioned as 'a brave experiment in Input Output Cinema'.
S:S&S EP has been recently described as "... an unlikely mix of Zelda and art house cinema. The game is equal parts Robert E. Howard, Shigeru Miyamoto, Tim Schaefer, with some David Lynch thrown in for good measure — but there is more to S&S than these inspirations." (link)
S:S&S EP won the IGF Mobile 'Achievement in Art' award in March 2010 and has been eagerly anticipated in some quarters ever since.
S:S&S EP is an unusual collaborative project made in the experimental independent videogame hotspot of Toronto, Canada. It has been built around the songs & sounds of composer/rockstar Jim Guthrie, whose discography includes solo efforts Morning, Noon, Night, Now More Than Ever, as well as the Juno award-winning Alone At The Microphone by Royal City. S:S&S EP features the internationally recognized art & design style of Superbrothers, whose illustrations & short films have appeared in a variety of exhibitions & publications. S:S&S EP is entirely made possible by the award-winning independent videogame studio Capy, creators of the critically acclaimed Critter Crunch & Might & Magic: Clash of Heroes, with Capy creative director Kris Piotrowski overseeing the project's strange evolution.
S:S&S EP is nearing completion - the App itself will be available on the App Store in the not-too-distant future. An iPad edition will launch first with an iPhone & iPod Touch edition to follow.
We're aiming to create something special here so if you're digging it so far then please keep in touch & help us make some noise at launch.
If I could preorder an App Store game, I would preorder four copies.
And double-post, but Battleheart is now on sale for 99 cents since it's been picked as Apple's Game of the Week. I'll be checking it out later tonight!
S&S looks amazing. The trailer is just so impressively done, and the gameplay footage looks great. Makes me wish I had an iPad on which to play it, but an iPod Touch will suffice, I suppose.
I ask because it's obviously going to be my entire life when it comes out
I have almost no idea, but it looks rad as hell!
Here's some stuff from the game's site:
////////////////////////////////// TELLING QUOTES
"It's basically an album you can hang out in." says Craig D. Adams, a representative at Superbrothers Inc, as recorded in this article at game north.
"Superbrothers: Sword & Sworcery EP is what you would get if you mixed 3 parts classic adventure game with 1 part Rock and Roll, 1 part pagan rituals and 1 part psychedelic drugs. It’s a beautiful, dreamy little place inside your iPhone." says Kris Piotrowski, creative director at Capy, in this excellent interview over at toronto's own dork shelf.
"It's a new take on the classic action/adventure/Zelda-type genres of gaming. I'm basically doing the music and a little SFX work on the game. It's all being put together by the talented and good-looking people at Capy Games, whom also smell great." says Jim Guthrie, composer & resident rockstar, in an interview with exclaim magazine.
I'm going purely by conjecture here, but this is what I've been thinking (this project has had my interest for ages, ever since it was announced):
1) If you look at some of the other stuff Superbrothers have done with Jim Guthrie, their work is totally into abstraction, cultural commentary, and a quirky adulation/subversion of the pixel-art style. They name-drop David Lynch in their PR material, and one of their Internet shorts is an animation based on a game design polemic from Braid's Jonathan Blow. It'll be arty, moody, and contemplative, and I think a ton of people are going to think it's pretentious bullshit. This was attached to one of the clips of what I think was the announcement trailer:
WTF IS SUPERBROTHERS: SWORD & SWORCERY EP?
a brave experiment in I/O cinema.
a crude videogame haiku about life, love & death.
a choice cut of myth & dreams.
2) They're specifically calling the game an "EP," even in the title. I don't think it'll be a huge, sprawling epic by any means, but there also seems to be a huge emphasis on the music and ambient sounds. (Jim Guthrie's stuff is really awesome, BTW.)
3) The little gameplay footage we've seen so far gives this really somber, Shadow of the Colossus-meets-NES-era-Zelda-and-goes-Canabalt-running vibe. There is some kind of mechanic where holding the iPad/iPhone horizontally is for "exploration" mode, while you enter combat by rotating vertically and then it's a one-on-one, King's Quest/Punch-Out kind of affair.
I'm so ridiculously excited for it to come out. It looks like a total mindfuck.
EDIT: Watching the trailer again and pausing it during some of the gameplay scenes is intriguing; it looks like the man in the suit is actually a character, and the part with the scrolling messages is some kind of list of tutorial messages from "The Archetype." There's something about "Bright Moon in 7 Days," and the icons look like phases of the moon.
So anyone play Galaxy on Fire 2? I'm a little ways into it, where I can finally go between stars. My observation is that you have to dock at a station to select a new destination star. Is this correct, or is there some way to either queue destinations or change/add one in mid-flight?
So anyone play Galaxy on Fire 2? I'm a little ways into it, where I can finally go between stars. My observation is that you have to dock at a station to select a new destination star. Is this correct, or is there some way to either queue destinations or change/add one in mid-flight?
That is correct. You can still fly there manually (using jump-gates or the special drive), but if you want the route plotted for you, that is correct.
DrHookenstein on
"He piled upon the whale's white hump the sum of all the general rage and hate felt by his whole race from Adam down; and then, as if his chest had been a mortar, he burst his hot heart's shell upon it." -Moby Dick
Thanks for the code! I'll try it out this weekend and post some impressions.
I got a promo copy of Ascendancy, and have to say I'm very impressed. I'm playing on a 3rd-gen iPod Touch (so no big screen or high-resolution) and it feels beautifully laid out. I really like how the interface is entirely composed of unlabelled icons - you can bring up a detailed help screen overlay whenever you like, but after 1/2 hour or so when you know the basics it speeds things up hugely.
In any case, the core game is as strong as it ever was - a hyper-focused 4x. You're 1) growing population in order to 2) build things that will either 3) give you more research into new buildings or ship components or 4) make you build them faster. Since your ships are your only way of exploring, colonising and interacting with the other factions and planets, and they're both highly customisable and limited in number, it really concentrates the thinking you have to do. You can load a ship up with one-shot colony pods and engines for a quick land grab, but heaven help you if you come under attack. You can focus on offensive weaponry, but that's not going to do you much good if you don't have decent sensors and engines/star drives - the best warship in the world won't help your beleaguered homeworld if it's 53 days away by star lane.
The thing that makes this so suitable for portable play is how fast it all is - whenever you're not assigning actions for your ships or sporadic build orders for your planets, you're fast-forwarding. There's no down-time and very little fiddliness. It didn't quite match the 7 hours Civ V sucked out of me last weekend, but it was more absorbing than just about any iPhone game I've played recently - I usually get fatigued after the first 30 mins. Really quite good.
Bioptic on
0
DVGNo. 1 Honor StudentNether Institute, Evil AcademyRegistered Userregular
edited February 2011
I'm sure everyone who watches the app store already has it, but Battleheart is fucking awesome. And only 99 cents right now. I've burned my phone battery out twice today playing it.
@Al Baron: where did you hear that? Doesn't sound too nice, but hopefully they're not like that any more.
That said, the new S&S trailer really has piqued my interest, and we've been waiting so long that i'd almost forgotten about this game. Now i'm really looking forward to its release.
Posts
I got those in the middle of the night, too...
Watch my music videos
Is Star Batallion worth getting?
There's only one score on the leader board that high and it's 500k points higher than the #2 score. I'm fairly happy to call that as hacking.
11k points on harder? How many turns did that take?
I hate that guy.
PSN: Beltaine-77 | Steam: beltane77 | Battle.net BadHaggis#1433
227 turns.
I'm feeling that its not a great score; just very hard for me so far.
What is the difficulty people here are playing usually?
I play any game on its hardest setting.
You sure you're not reading the XP column instead of the score column? My best run on harder is 225 turns but it only equated to a score of 4575. It had 1096 experience points, though, which is similar to what you said you got on your run.
225 turns, 1096 XP, 1776 GP, 778 UP, and 4575 score
I'm in the same boat. I think I'm doing great, I reach a wall of skulls, I go down swinging, and...3k.
Aw Craps just look great for a casino game and I'm REALLY learning craps better than ever before.
Also, Tiny Wings is so awesome when you find the 'groove' and just nail the hills.
Ah, well if thats true I'll just pass it by. Huge amounts on the iPad to work through regardless, I'll stick to supporting ad free games.
2009 is a year of Updates - one every Monday. Hopefully. xx
I'm at the one where I need 10 perfect dips in the first stage. It's pretty tough.
And I just cannot seem to get to stage 7.
We recently released our game, Ascendancy, on the App Store (universal app). We've put out one free update and are just about finished with the second, which is in testing now. It contains some fixes, upgrades, and a key new feature, but while I get to let you know the game is evolving from here, I am sworn to let the new updates speak for themselves on release.
Since we were inexcusably slow in joining this particular forum, and because I noticed on the front page that such giveaways are welcome as opposed to being considered rank self-promotion (or at least forgivable self-promotion) we would like to offer five free promo codes to the first people who send us an email. (contact@logicfactory.com)
Please just put in the subject line something obvious like "Penny Arcade forum giveaway". The first five emails will receive a reply with a promo code for the game. We won't use your address or any information in your email other than replying to you, and we won't share anything you send with anyone.
We are compiling all the feedback we see, whether in email from our customers or on forums and using it to help us prioritize future updates. Believe me, we have our own very long list of things we are doing for Ascendancy, but we do get so close to it after this much time in development that the feedback helps us make sure what should be on the top. The more detailed are the comments the better.
If we don't respond to specific posts please understand that we do see and note them, but just think we should post as minimally as possible in your playgrounds. Thanks.
Best,
Logic Factory
Haven't finished 1, or started 2, however.
Yeah, the 10 perfect dips in the first stage one is tough. It helps if you realize that you don't need to have a lot of speed or air to get perfect jumps. I ended up swooping, tapping in mid-air to lose speed, and aiming for every other bump. (i.e. swoop, pass over one valley, catch the next valley) Once I got they rhythm down, it went decently. The next one that's a huge pain is the "5 cloud-touches while in fever mode" challenge. Bah! (finally got it, though)
Audience Calibration Procedure
This big version stutters a bit for me; there is a smaller embedded version on the game's homepage.
If I could preorder an App Store game, I would preorder four copies.
I ask because it's obviously going to be my entire life when it comes out
I have almost no idea, but it looks rad as hell!
Here's some stuff from the game's site:
I'm going purely by conjecture here, but this is what I've been thinking (this project has had my interest for ages, ever since it was announced):
1) If you look at some of the other stuff Superbrothers have done with Jim Guthrie, their work is totally into abstraction, cultural commentary, and a quirky adulation/subversion of the pixel-art style. They name-drop David Lynch in their PR material, and one of their Internet shorts is an animation based on a game design polemic from Braid's Jonathan Blow. It'll be arty, moody, and contemplative, and I think a ton of people are going to think it's pretentious bullshit. This was attached to one of the clips of what I think was the announcement trailer:
2) They're specifically calling the game an "EP," even in the title. I don't think it'll be a huge, sprawling epic by any means, but there also seems to be a huge emphasis on the music and ambient sounds. (Jim Guthrie's stuff is really awesome, BTW.)
3) The little gameplay footage we've seen so far gives this really somber, Shadow of the Colossus-meets-NES-era-Zelda-and-goes-Canabalt-running vibe. There is some kind of mechanic where holding the iPad/iPhone horizontally is for "exploration" mode, while you enter combat by rotating vertically and then it's a one-on-one, King's Quest/Punch-Out kind of affair.
I'm so ridiculously excited for it to come out. It looks like a total mindfuck.
EDIT: Watching the trailer again and pausing it during some of the gameplay scenes is intriguing; it looks like the man in the suit is actually a character, and the part with the scrolling messages is some kind of list of tutorial messages from "The Archetype." There's something about "Bright Moon in 7 Days," and the icons look like phases of the moon.
http://itunes.apple.com/us/app/splitter-pals/id406840521?mt=8
Also if you PM me your itunes e-mail I will gift it to you!
That is correct. You can still fly there manually (using jump-gates or the special drive), but if you want the route plotted for you, that is correct.
I got a promo copy of Ascendancy, and have to say I'm very impressed. I'm playing on a 3rd-gen iPod Touch (so no big screen or high-resolution) and it feels beautifully laid out. I really like how the interface is entirely composed of unlabelled icons - you can bring up a detailed help screen overlay whenever you like, but after 1/2 hour or so when you know the basics it speeds things up hugely.
In any case, the core game is as strong as it ever was - a hyper-focused 4x. You're 1) growing population in order to 2) build things that will either 3) give you more research into new buildings or ship components or 4) make you build them faster. Since your ships are your only way of exploring, colonising and interacting with the other factions and planets, and they're both highly customisable and limited in number, it really concentrates the thinking you have to do. You can load a ship up with one-shot colony pods and engines for a quick land grab, but heaven help you if you come under attack. You can focus on offensive weaponry, but that's not going to do you much good if you don't have decent sensors and engines/star drives - the best warship in the world won't help your beleaguered homeworld if it's 53 days away by star lane.
The thing that makes this so suitable for portable play is how fast it all is - whenever you're not assigning actions for your ships or sporadic build orders for your planets, you're fast-forwarding. There's no down-time and very little fiddliness. It didn't quite match the 7 hours Civ V sucked out of me last weekend, but it was more absorbing than just about any iPhone game I've played recently - I usually get fatigued after the first 30 mins. Really quite good.
That said, the new S&S trailer really has piqued my interest, and we've been waiting so long that i'd almost forgotten about this game. Now i'm really looking forward to its release.