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March 19th, 2013, 14:38
Originally Posted by GhanBuriGhan View Post
Hi, it did look interesting enough, as I like to play roguelikes on the go, so I loaded it on my iPhone. Took it for a quick spin.
Early impressions are a bit mixed, I'm sorry to say.
First off, thanks for trying it. The game is optimized for iPad, but has iPhone support for historical reasons. I didn't want to abandon my old customers. I will put up a disclaimer today that indicates that the game is recommended for iPads.

Originally Posted by GhanBuriGhan View Post
I am having quite a bit of trouble with the interface. Swipes (used to open menu panels) don't seem to register properly. When I eventually managed to open the options panel (you have to swipe down really quite fast, registers only after several tries) - I then couldn't leave it again…
OK, I eventually got out of Options again (swipe up) but the problem is even worse than for getting in - had to swipe at least 5 times before it closed.

I found the default tap&confirm setup a bit tedious, but I found this can be changed in the options.
It seems as though swipe sensitivity is bothering some people, it looks like it's highly dependent on swipe styles. Many people never mention this. Thanks though, I'll work on making it more sensitive.

Originally Posted by GhanBuriGhan View Post
When I move a character, the icons on the bottom sometimes dissapear, and I can lose the rest of my party out of view completely. The icons come back after I moved back to the party and selected a different character. This is confusing, not sure why that happens.
This is one of those nonstandard UI things that this game is full of
You need to swipe up in order to show the 'quick actions', where you can gather the party, go into solo mode, etc. Again, I'm sorry that you'll need to adjust your swipe style to access these panels, I hope my next patch improves swipe for you.

Originally Posted by GhanBuriGhan View Post
During movement you only see the part of the map that the character sees (not what the entire party sees, and explored terrain does not remain visible!). This can get confusing e.g in combat, when your party is distributed and it's not so clear where the character has to move to join the fray.
This is a deliberate design decision, the game is supposed to be dark and confusing (but not in it's UI!).

Originally Posted by GhanBuriGhan View Post
It's also a bit unclear how Actions work in combat mode - I can only loot once, but have lots of AP left for walking etc.

Lots of confusing stuff.
I think this sums it up nicely. I will post a youtube tutorial soon, because I think you can get way more enjoyment from the game if you wrap your head around a few key concepts. I did a particularly bad job of making some concepts and UI interactions clear.

Originally Posted by GhanBuriGhan View Post
On the plus side, lots of options, nice graphics for a roguelike, great music. This could be a lot of fun, if the interface issues are sorted out. Lots of combat moves, terrain height effect, etc.
Once again, thanks for commenting, this is really helpful criticism. I think you might also get more enjoyment from the forthcoming desktop release, would you like me to send you a review copy?
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