I'm a bit disappointed after reading a comment on your youtube video...so there's NO story whatsoever? Just random waves of enemies? I mean the game still looks fantastic..idk I guess I'm used to SOME kind of story.
Bad news was totally negated when I read the good. Awesome work guys! I am really excited about trying this one out.
I wouldn't say it has "no story", but its just not the focus. The game spans a series of levels that are unlocked in a nonlinear fashion, selected via a world map. Think "super mario world" or something like that. We've made an effort to inject as much personality as we can into the world via the artwork, flavor text for items, abilities, and character bios, but we don't have a rich narrative full of epic twists and turns going on. Our goal was to make fun, diverse combat first and foremost, not to bombard you with a novel's worth of text. It is a mobile game after all, we want you to be able to jump in and kill some bad guys when you've got a couple free minutes.
Ahem to that exactly what portable gaming should be. Really looking forward to this game. insta-buy for me just like OMG pirates and zombieville.
While Battleheart doesn't have the immersive story that I really like in an RPG, I think this game still has huge potential to fill in some empty spots in iOS gaming. It is being built AS A MOBILE GAME and is going to be perfect as just that. If I've got an hour to kill, I'll probably play Aralon, because it's got the story and the in-depth game play. But, that also means I will probably not play Aralon in ten minute bursts. I will absolutely play Battleheart in ten minute bursts. - or fifteen, or two! The thing about a mobile game without incredibly in-depth content is that you can easily pick it up and play for a short time, which is what the majority of people gaming on an iPhone are looking for. But on top of that - I think MikaMobile has *nailed* the controls. They are really taking advantage of the touch interface to do more than buttons and digital analog sticks. Consider one more copy of Battleheart absolutely sold upon release.
As you've read, I am terribly excited for Battleheart. This game looks very clean, polished and is just filled to the brim with character. Any idea how many levels we could expect?
Can't really put a number on it yet, it largely depends on how many more unique enemies, bosses and locales we end up doing. The reason I don't expect to release this month is because I'd like to make it a pretty healthy number. Adding levels, populating them with baddies and loot, and tweaking numbers is basically all we have left on our agenda between now and submission.
From MikaMobile's Twitter: So, I know you guys aren't doing a public beta - are your friends/family testing Battleheart as you go? Has it been pretty well-tested aside from the new enemies/bosses you guys are adding and have yet to add?
The game has been pretty thoroughly tested already, the primary systems at work under the hood have been done for weeks, in some cases months, so they're pretty solid. We also tend to test stuff and fix issues as we create them, rather than defer bugs for a rainy day, so any given build is pretty clean. Honestly I'd say 90% of our bugs are discovered and fixed only minutes after they're created. Having a very tiny team and excellent tools are what allow us to be this agile. Beyond our own constant internal testing, we just have friends and family give us comments on difficulty and aesthetics.
I like the way you guys work. Efficiency. Keep up the great work. I will celebrate this game upon release. It looks like a fun, polished, deep and engrossing strategy-rpg. Keeps getting better and better. Plus, the art style is simply ace.
I posted a couple pages back (along with the new video) that we unfortunately weren't going to make it in time for the holidays. We just ended up making a lot more loot and enemies than we originally expected. We're still progressing though, in fact I just tweeted a little bit ago that we finished the last of the player equipment today (over 120 unique pieces of gear). There's a lot of little miscellaneous things on our to-do list still but we're knocking them out quickly. Thanks for your patience as we aim to make v1.0 as fun, balanced and content-rich as we can.
This game looks like a lot of fun and the perfect mobile device game. I'll be buying for sure. I love RPGs that also require strategic decisions, like Dragon Age only a lot cuter Music sounds great too judging by the posted videos!
As the composer/producer of music for all MikaMobile's games, I have to say that I love it when somebody notices the tuneage. Thanks!
I love that the developers keep us posted about the game. Makes waiting just a little easier to bear. This is definitely my next buy.