v1.1 has a bug fix in it to deal with every now and then plasma balls traveling through an enemy. However, if you're still seeing it, is it on a particular enemy type like horses or catapults or battering rams? Fletch_LunaseaGames
Assuming you've read: http://forums.toucharcade.com/showthread.php?t=18479 How should this be dealt with as looping back to level 1 again isn't right. Why not, if not having levels programmed beyond level 100, have level 100 repeated endlessly with the baddies doing slightly more and more damage each repetition?
So, our plan is this. Our next update (after the one that is currently up for approval which eliminates the OS 3.0 requirement), will have leaderboards, level of difficulty and endless play modes. These are all designed to help keep players playing the game. My guess is you'll see this in 2 weeks, assuming Apple doesn't take forever to approve the update. At this point, we've only experienced 9 day turnaround from them. The endless play mode is a mode that will start simple and progressively get harder until the player cries uncle and loses. Well, maybe after playtesting that a bit we might figure out some maximum and continue cycling within a narrow range of difficulty which should provide from some leaderboard fun
it seems to happen a bunch with basic troopers and other enemies on foot for sure ...it is a harder to tell with the knights and battering rams since those take more damage to kill, i'm assuming, and I wind up flicking stuff at them like crazy
Ok, I'll make sure to get some additional testing time in with the collision detection. I can make another pass at it before we submit the next update.
So far this is what I've seen. If i push the ball really fast, it goes right through enemies. But if i make the ball travel really slow, it'll hit them. Is this supposed to be part of the gameplay so you dont have people just swiping as fast as they can?
or maybe if we're flicking more slowly, we inadvertantly are more careful with the aiming, but the plasma ball also seems bigger when we flick slowly, too?
At this point I haven't been able to reproduce what I would call a bug. When you place your finger on the display and start to swipe, a plasma ball is created and it follows your finger around. It doesn't start to do damage until it is released and starts to travel across the screen. Now, if you're firing really close to the enemy, it may appear that you've flicked a plasma ball at them, but your finger is still slightly touching the display, or your didn't release the plasmaball prior to flicking over him. Let me know if that's what you're experiencing or if it's something else. Regards, Fletch_LunaSeaGames
The size of the plasmaball is the same regardless of what speed you cast. I just added another reply to one of the other posts that suggests what I think may be happening. Let me know if that sounds like what's happening or if you're doing something different to get the problem you're seeing.
Fletch In my playing, I did not see what was described either but I thought maybe I had just missed something. I thought hit detection was pretty good.
Version 1.2 is out. I just downloaded it. It removes the 3.0 requirement for those of you that havent upgraded yet.
Thanks. Will post Appstore review once I have access to my iTunes machine... I like the ability to add defenses and upgrade in the middle of a battle using the pause button.The UI is easy to understand and use. The animation is fluid on my 1G touch, and it is easy to see how each enemy unit behaves differently when approaching the castle. Definitely enjoying that it is not a tap to shoot, but that one actually has to aim to hit the enemy units. The progressive difficulty is spot on for me. One more thing, other drag and drop castle defense games make my wrists hurt after awhile, this one does not. Will comment more once I get more play time.
Belated thanks for the promo code the other week. Enjoying it, and earlier gave a positive review in the app store. Plan to get more into it when I have some free time next week, will post more then.
Only got to play it for a few minutes but so far I'm liking it. The art style could use a little work The only issues I have with it is that I feel the touch and hold power (explosion/shock) is overpowered earlier in the game. It should either be toned down, cost more energy, or not allowed to be bought till it gets harder. The pause to buy mechanic gives me some time to breathe. Also would be nice to have the ability to fling two plasma balls at once with both fingers. Not sure if its in there as I havent gotten too far. The interface does the job but would be nice to be able to drag and drop archers from the purchase screen. My first instinct was to do drag and drop which didnt work, second time I picked the arrow type first then clicked on the position which didnt work and then finally realized the way to upgrade was by clicking on the same position again after placing the initial wood archer. I did not run into the issue of damaging my own castle as a previous poster stated. By no means am I knocking on this game, I'm trully enjoying it and am hoping you take my words as advice instead of criticism.