How about online multiplayer via wifi rather than just local play via wifi? I know a few people with iphones but never spend any time with them on the same wifi network so the lack of online multiplayer via wifi is really getting me down ( in iphone games as a whole I mean, not just this game ). Excellent game btw, easilly the best iphone shooter. I'm number 2 on the leaderboard as we speak and only had 2 goes so I'm guessing I'll be 102 by the end of the day.
Great advice about the networking, thanks! Have you tried hitting the "Flip Screen" button in the settings? I think this is what you're looking for.
Just wanted to say thanks for a great game -- easily the best shooter of its kind on the platform, and a steal at the price (would have gladly paid twice as much).
Flip screen was exactly what I wanted. You guys thought of everything! Can you please explain how boost direction works? I started brainstorming some ideas and I think tilt controls could be used for boost. Tilt to the right and double tap and its a right direction boost. Tilt up and double tab, up direction boost etc. Since tilt is unused it could end up being a really effective method.
I really want this game but... can anyone tell me if this is one of those hard games? What i meen is that im not as young as most of you guys, and the problem is i dont have the same reflexes anymore.
I want to know the same thing. Also, how long is each level? I hope the games are short instead of long.
Difficulty is reasonable. Certainly easier than Super Stardust. Controls are just so super responsive that you can do some pretty crazy moves. It doesn't feel like a small game, unlocking the worlds does take a number of attempts (just unlocked world 3 but doesn't require extreme skill). For the price you just can't beat quality content like this. For me this is a 5 star game and really should be a must buy.
Sure thing. By default, the boost direction is determined by where on the left controller you tap. For example, if you tap towards the top of the circle, you'll boost upwards. You can also go to the settings screen to enable the "shake-to-boost" option. This way, when you shake the device, you'll boost in the direction you're currently facing. Tilting to determine the direction is pretty unique! We'll give it a shot and see how well it works in practice.
The problem with default boost is that you have to double tap the right analog. So the second tap can change your direction. If you go to options you can set the boost to "shake" like I did. It makes boosting far easier to use AND since it's accurate you can use it as a weapon. Don't worry about bomb not being set to "shake" since there is already a buton dedicated to it under the right analog.
its a good fun pick-up-play game it doesnt require some hardcore skills or anything all you gotta do is be able to slightly multitask (move and shoot in different directions) and you'll be fine the controls are great and will make it easy for anyone to move around and dodge meteors and stuff
The game (like most in the genre) starts out fairly easy, and the difficulty progressively ramps up from there. IMO, the speed at which the difficulty increases is perfect, but to each his own. Ultimately, if you're a fan of dual-stick shooters then you probably won't be overwhelmed with the level of difficulty in this game. However, your reflexes will play a part in how far you get in each game you play. There are (I think) 5 levels in each world, and 6 worlds to play. Each level is fairly short, and is finished by beating a boss. I think the length of the levels (along with everything else about this game) is perfect, but again, to each his own. All in all, I HIGHLY recommend this game if you're even moderately interested in top-down shooters. And as you can see from this thread, i'm not the only one.
Some further observations from playing a bit more. 1) Achievement sound effects definitely aren't working for me. 2) Boost refresh noise is needed. Its really hard to tell when its ready to go again. If there is noise I can't tell. Visual cue would be nice too (if its there couldn't tell either). 3) Stats at top of screen are too small and not bright enough. Difficult to quickly see how many bombs you have left. 4) Bomb and weapon switch area is also a little bit too light. Needs the outline to be 1 or 2 shades darker I think.
I'm an "older player" myself. I have absolutely NO problem at all with real analog thumbsticks in games like this (on my Xbox 360), but I've failed miserably with virtual touch screen dual sticks in most every iPhone game I play. There's just no feedback to let me know what I'm doing. Maybe my thumbs are too big... That said, Meteor Blitz's implementation seems to cause me the least amount of trouble. If the ship becomes unresponsive due to whatever the hell it is I'm doing wrong when I play all these games I just lift my hands off the screen so the game will pause automatically, and then try to re-center myself on the controls. Overall I really like it, so much attention to detail, great graphics, non-existent load times... an impressive game that I can recommend is worth trying even if you're not that comfortable with virtual thumb sticks!
Thanks everyone for great answers, it is always pleasant to come here. And thanks again for a great answer (above) im buying it
Boost refresh is shown with color--your ship glows green when it's charged, red when it isn't. Seems like enough for me.
Hey Dense, Re the SFX/boost, we'll probably be doing some tweaking there. In the meantime though, on the pause menu you can adjust the SFX volume with the slider-bar and see if that might help. As for visual cues... when your boost is ready, there is a green glow beneath and around your ship. When you've used your boost and are waiting for it to recharge, that glow turns red. There is a sound effect for when the boost is recharged, kind of a stop-time whoosh might be the best way to describe it, but maybe it's not distinct enough. Also, simultaneous to the sound effect, there is a reverse star-burst when your boost recharges, white lines rushing back into the ship, that mean your boost is ready to go again. Hope that helps!
i agree with the weapon switching button and the bomb button half the time i dont know if the bomb is there or not cause i cant see the buttons clear enough. they need to be darker and stand out a little bit more
The achievement sound is pretty subtle, but IMO is fine the way it is. As far as the boost refresh noise, there definitely is one and it's actually plenty loud (you might want to try adjusting the SFX volume). There is also a quite noticable, glowing visual cue which I think fits nicely. BTW, i'm aware that to devs, pretty much all feedback is useful, but as far as the size and brightness of the stats and weapon/bomb buttons, I think that's more a matter of personal preference, and that not everybody is as bothered by it as this particular poster. What i'm saying is, devs you might want to wait to hear more people's opinions on these particular "issues". Not everyone's as picky as others might be.
I'm going to pick this up when I get home. Shame it's over 10megs otherwise I'd be playing it right now at work.
DEV, just wanted to say great game, very well made, very detailed right off the shelf. i bought it without a thought as soon as i saw it was out and am happy i did. isotope is close to my favorite game, but i think this will get more play! anyone on the fence? stop thinking and just buy it, definately worth it. and if you just bought it? go leave a review on itunes to support these guys. awesome, awesome game.