NimbleNaut Matt Jogela-Hall Blast off and battle 11 unique bosses. Choose power ups wisely to boost your firepower or defenses. Find gaps in swirlin… Free Buy Now Watch Media DetailsBlast off and battle 11 unique bosses. Choose power ups wisely to boost your firepower or defenses. Find gaps in swirling shot patterns or use cover to your advantage. Controls Precise touch controls with sensitivity setting from relative touch to virtual joystick. Power Ups All 4 power ups are stackable, they absorb enemy shots and can also be used to ram enemies. Front Pod - A familiar sight in any SHMUP, never as good as the original but still fun. Heavy Cannons - Twin slow but powerful plasma cannon. 360 Lasers - Guns that mirror your movement allowing 360 aiming. Orbs - Zen calm spinning orbs that protect you. Secondary Weapon Collect stars to power your beam weapon, more stars means longer beam duration. Difficulty 5 Difficulty settings (default is 2). At higher levels enemies are tougher but more rewarding, both score and number of stars dropped scale with difficulty. Beam weapon deals double damage at higher difficulty levels. Continues Unlimited continues lets you practise or push through tougher bosses, but beware each time you continue your score is reset to 0. Game Center High scores leaderboard and achievements. Score Bonus x2 x3 up to x10 is awarded for defeating each Boss. Each enemy is worth 10 points, increasing to 25, 50 or 75 points at higher difficulty levels. Each boss is worth 1000 points, increasing to 1500, 2000 and 2500 at higher difficulty levels. Each star is worth 2 points, increasing to 3, 4 or 5 at higher difficulty levels. Information Seller:Matt Jogela-Hall Genre:Action Release:Jul 10, 2019 Updated:Aug 17, 2019 Version:1.3 Size:93.8 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Trailer Capronissimo71 Well-Known Member Sep 5, 2011 1,305 137 63 Male Italy #2 Capronissimo71, Jul 10, 2019 Downloading now!! MattCoding likes this. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #3 Anotherkellydown, Jul 10, 2019 I don’t have a lot of time right now but have to say it’s worth the 99 cents to me. I mean, that’s as cheap as it gets for a game with no ads, loot boxes or other shenanigans. Also, there are options to adjust sound, music, touch sensitivity, and difficulty. It is relative touch, to be clear, with an option for a virtual stick if that’s your preferred control method. Plus the Game Center leaderboards make it worth while for me. NimbleNaut is basically a well-made vertical shmup / bullethell that allows you to continue if you want to complete the game, or restart from the beginning to get high scores, as continuing resets your score to zero. syntheticvoid and MattCoding like this. Capronissimo71 Well-Known Member Sep 5, 2011 1,305 137 63 Male Italy #4 Capronissimo71, Jul 10, 2019 Great and fun game!! MattCoding likes this. syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #5 syntheticvoid, Jul 12, 2019 I wasn't sure if I'd click with this.... but for a buck, I figured why the hell not. And.... for the first few games, I wasn't really digging it. However.... After checking out the settings and seeing that you can change the difficulty on-the-fly, and getting through the first couple of bosses, and realizing that the stars you collect charge up the gauge in the top left corner which, once filled, you can touch a second finger to the screen to let off a pretty powerful laser shot.... and after getting a few limited time power ups.... the game opened up for me. I do wish that there was an option to lock in the difficulty before you start your game, and that those different difficulty settings had their own leaderboards.... I also wish that there were some achievements in GameCenter.... but these are very minor things, and the lack of them doesn't diminish the fun I'm having with it. Out of the 6 or so SHMUPs that were released this week, this one is probably my favorite, with Planet Automata coming in a very close second. So.... great job, Mr. Matt Jogela-Hall. This is a pretty nice game! And... if you have any plans of expanding it through updates, I can see it growing into something very special. However.... if you consider it completed and done - I'm very happy with my purchase. I'd purchase it again, given the chance, and I will definitely be paying attention to anything you might release in the future; on the iOS OR through Steam/GOG OR on the Nintendo Switch. Best of luck to you. Anotherkellydown likes this. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #6 Anotherkellydown, Jul 12, 2019 I think making a core in the cockpit (like in many Japanese bullethells) would make navigating the play area more manageable. It’s a pretty tight squeeze having the entire ship vulnerable to enemies and bullets. Another idea is to have a warning arrow for enemies that come from the sides and bottom of the screen to avoid frustrating deaths. MattCoding Active Member May 17, 2018 32 20 8 #7 MattCoding, Jul 12, 2019 Thanks for playing and taking time to post this feedback is really appreciated, yes I am working on the first update now to refine gameplay, tweak/add power ups and add achievements. Yes this is another good point, the actual hit box is a circle within the ship but that isn't obvious at the moment! So a player ship with a clear core makes sense. Also warnings of incoming enemies is a good idea, the edge of the screen is certainly a dangerous place at the moment. Please keep the feedback coming as I have probably 2 weeks before submitting the first update. Anotherkellydown likes this. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #8 Anotherkellydown, Jul 12, 2019 Great to have you here, Matt! It’s good to know you’re planning on improving this already great shooter. I’ll be thinking of anything else that comes to mind while playing and post it here. syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #9 syntheticvoid, Jul 14, 2019 Hmmm.... I posted this on your reddit thread in the SHMUP community... but there's a ton of posts there, so I wouldn't be surprised if it gets lost in the crowd. ------- Is there any way that you could add a visual cue for the star/laser gauge - something like a 'ghost' halo around your ship, or something like DDP, where little star icons float behind your ship... so that we don't have to keep taking our eyes off the action to glance up to the top left corner... ?? It's... just a suggestion/request - and it's not a big deal if it can't be done. I'd totally get it if it breaks the aesthetic or it's just something you'd rather not add.... Aaaaaaand :;: the more I play this the more I'm enjoying the hell out of it. It's a VERY NICE game! syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #10 syntheticvoid, Jul 26, 2019 Wooooooo!!!!! Attached Files: D86AED64-BBFF-4E15-A455-3CF63A688619.jpeg File size: 32.4 KB Views: 10 Anotherkellydown likes this. MattCoding Active Member May 17, 2018 32 20 8 #11 MattCoding, Jul 26, 2019 In honour of this high score, update 1.1 is released today and you are in the credits, together with the other kind souls that gave feedback here. The player hit box is now smaller and there is a new player ship design to try out, you'll only see it on difficulty level 3 or 4 at the moment as I'm not sure about replacing the basic fighter yet, be interested in what you think? No edge of screen warnings yet, I tried a few things but they just didn't look right so I am still working on that, maybe as a settings option for the next update. NimbleNaut update 1.1 includes: Secondary beam weapon (2nd touch or 3D Touch) now always deals the correct damage and has a visual clue 'spark' on the player ship when ready. Super Charger - Fodder enemies that take multiple hits (those that drop stars) now also drop a Super Charger power up which increases the number of shots you fire in each volley, you can keep collecting these during each boss battle to deal more and more damage without having to wait for the next wave of Red enemies that carry the coloured power ups. Death streak - if things aren't going your way (3 deaths fighting the same boss) an extra power up will appear to help you out. Space Lobster - now has a lot less health and will leave the screen from time to time. Enemies will now only spawn the homing missiles or tiny ships when destroyed if they are a decent distance away from the player. Personal high score table added so you can see your recent scores, with your top score being posted to the Game Center leaderboard. There are lots of other minor tweaks here and there so hopefully the gameplay is more fun and more forgiving. Enjoy! syntheticvoid and Anotherkellydown like this. syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #12 syntheticvoid, Jul 26, 2019 =D Thank you so much!!! I'm really liking the new ship design, and the new laser mechanics (I like how you added the visual cue, thank you!!)! AND the new shot upgrades! I also bumped my score up to 59k.... =X The rest of the tweaks are great too.... It's really turning into something special... Here's hoping that you get more sales... at 99 cents and with all of the shmup fans here on TA, I'm kind of surprised there's not more than 60 people on the GC boards... =/ Anotherkellydown likes this. Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #13 Anotherkellydown, Jul 27, 2019 I only played 5 or 6 runs with the new update but the changes you’ve made are fantastic. It almost feels like a whole new game. I’m still dying frustratingly from enemies coming from the bottom. It’s especially maddening when the boss has you at the very bottom and you can’t do a whole lot to avoid it. Keep up the great work @MattCoding syntheticvoid likes this. MattCoding Active Member May 17, 2018 32 20 8 #14 MattCoding, Jul 28, 2019 Thanks for playing and giving feedback, first update 1.1 is now available and includes a new Super Charger power up - the fodder enemies that take multiple hits (those that drop stars) now also drop a Super Charger power up which increases the number of shots you fire in each volley, you can keep collecting these during each boss battle to deal more and more damage without having to wait for the next wave of Red enemies that carry the coloured power ups. Hopefully this update will make NimbleNaut more fun and more forgiving. You both also get thanks in the credits, together with the other kind souls who gave feedback here. Enjoy! Capronissimo71 Well-Known Member Sep 5, 2011 1,305 137 63 Male Italy #15 Capronissimo71, Jul 28, 2019 Thanks! bungle_tez Well-Known Member Feb 9, 2016 61 12 8 #16 bungle_tez, Jul 28, 2019 Sign me up, STAT .... please Capronissimo71 Well-Known Member Sep 5, 2011 1,305 137 63 Male Italy #17 Capronissimo71, Jul 28, 2019 Just curious, where are the credits? MattCoding Active Member May 17, 2018 32 20 8 #18 MattCoding, Jul 28, 2019 They appear when you first open the app in update 1.1, just wait a few seconds rather than pressing PLAY immediately ;-) Capronissimo71 Well-Known Member Sep 5, 2011 1,305 137 63 Male Italy #19 Capronissimo71, Jul 28, 2019 Thanks! MattCoding Active Member May 17, 2018 32 20 8 #20 MattCoding, Jul 28, 2019 It's out now, main game thread is here https://toucharcade.com/community/threads/nimblenaut-by-mattcoding.398988/ I was just replying to Capronissimo71 to say his idea was included in the first update, probably should have used DM instead. 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I don’t have a lot of time right now but have to say it’s worth the 99 cents to me. I mean, that’s as cheap as it gets for a game with no ads, loot boxes or other shenanigans. Also, there are options to adjust sound, music, touch sensitivity, and difficulty. It is relative touch, to be clear, with an option for a virtual stick if that’s your preferred control method. Plus the Game Center leaderboards make it worth while for me. NimbleNaut is basically a well-made vertical shmup / bullethell that allows you to continue if you want to complete the game, or restart from the beginning to get high scores, as continuing resets your score to zero.
I wasn't sure if I'd click with this.... but for a buck, I figured why the hell not. And.... for the first few games, I wasn't really digging it. However.... After checking out the settings and seeing that you can change the difficulty on-the-fly, and getting through the first couple of bosses, and realizing that the stars you collect charge up the gauge in the top left corner which, once filled, you can touch a second finger to the screen to let off a pretty powerful laser shot.... and after getting a few limited time power ups.... the game opened up for me. I do wish that there was an option to lock in the difficulty before you start your game, and that those different difficulty settings had their own leaderboards.... I also wish that there were some achievements in GameCenter.... but these are very minor things, and the lack of them doesn't diminish the fun I'm having with it. Out of the 6 or so SHMUPs that were released this week, this one is probably my favorite, with Planet Automata coming in a very close second. So.... great job, Mr. Matt Jogela-Hall. This is a pretty nice game! And... if you have any plans of expanding it through updates, I can see it growing into something very special. However.... if you consider it completed and done - I'm very happy with my purchase. I'd purchase it again, given the chance, and I will definitely be paying attention to anything you might release in the future; on the iOS OR through Steam/GOG OR on the Nintendo Switch. Best of luck to you.
I think making a core in the cockpit (like in many Japanese bullethells) would make navigating the play area more manageable. It’s a pretty tight squeeze having the entire ship vulnerable to enemies and bullets. Another idea is to have a warning arrow for enemies that come from the sides and bottom of the screen to avoid frustrating deaths.
Thanks for playing and taking time to post this feedback is really appreciated, yes I am working on the first update now to refine gameplay, tweak/add power ups and add achievements. Yes this is another good point, the actual hit box is a circle within the ship but that isn't obvious at the moment! So a player ship with a clear core makes sense. Also warnings of incoming enemies is a good idea, the edge of the screen is certainly a dangerous place at the moment. Please keep the feedback coming as I have probably 2 weeks before submitting the first update.
Great to have you here, Matt! It’s good to know you’re planning on improving this already great shooter. I’ll be thinking of anything else that comes to mind while playing and post it here.
Hmmm.... I posted this on your reddit thread in the SHMUP community... but there's a ton of posts there, so I wouldn't be surprised if it gets lost in the crowd. ------- Is there any way that you could add a visual cue for the star/laser gauge - something like a 'ghost' halo around your ship, or something like DDP, where little star icons float behind your ship... so that we don't have to keep taking our eyes off the action to glance up to the top left corner... ?? It's... just a suggestion/request - and it's not a big deal if it can't be done. I'd totally get it if it breaks the aesthetic or it's just something you'd rather not add.... Aaaaaaand :;: the more I play this the more I'm enjoying the hell out of it. It's a VERY NICE game!
In honour of this high score, update 1.1 is released today and you are in the credits, together with the other kind souls that gave feedback here. The player hit box is now smaller and there is a new player ship design to try out, you'll only see it on difficulty level 3 or 4 at the moment as I'm not sure about replacing the basic fighter yet, be interested in what you think? No edge of screen warnings yet, I tried a few things but they just didn't look right so I am still working on that, maybe as a settings option for the next update. NimbleNaut update 1.1 includes: Secondary beam weapon (2nd touch or 3D Touch) now always deals the correct damage and has a visual clue 'spark' on the player ship when ready. Super Charger - Fodder enemies that take multiple hits (those that drop stars) now also drop a Super Charger power up which increases the number of shots you fire in each volley, you can keep collecting these during each boss battle to deal more and more damage without having to wait for the next wave of Red enemies that carry the coloured power ups. Death streak - if things aren't going your way (3 deaths fighting the same boss) an extra power up will appear to help you out. Space Lobster - now has a lot less health and will leave the screen from time to time. Enemies will now only spawn the homing missiles or tiny ships when destroyed if they are a decent distance away from the player. Personal high score table added so you can see your recent scores, with your top score being posted to the Game Center leaderboard. There are lots of other minor tweaks here and there so hopefully the gameplay is more fun and more forgiving. Enjoy!
=D Thank you so much!!! I'm really liking the new ship design, and the new laser mechanics (I like how you added the visual cue, thank you!!)! AND the new shot upgrades! I also bumped my score up to 59k.... =X The rest of the tweaks are great too.... It's really turning into something special... Here's hoping that you get more sales... at 99 cents and with all of the shmup fans here on TA, I'm kind of surprised there's not more than 60 people on the GC boards... =/
I only played 5 or 6 runs with the new update but the changes you’ve made are fantastic. It almost feels like a whole new game. I’m still dying frustratingly from enemies coming from the bottom. It’s especially maddening when the boss has you at the very bottom and you can’t do a whole lot to avoid it. Keep up the great work @MattCoding
Thanks for playing and giving feedback, first update 1.1 is now available and includes a new Super Charger power up - the fodder enemies that take multiple hits (those that drop stars) now also drop a Super Charger power up which increases the number of shots you fire in each volley, you can keep collecting these during each boss battle to deal more and more damage without having to wait for the next wave of Red enemies that carry the coloured power ups. Hopefully this update will make NimbleNaut more fun and more forgiving. You both also get thanks in the credits, together with the other kind souls who gave feedback here. Enjoy!
They appear when you first open the app in update 1.1, just wait a few seconds rather than pressing PLAY immediately ;-)
It's out now, main game thread is here https://toucharcade.com/community/threads/nimblenaut-by-mattcoding.398988/ I was just replying to Capronissimo71 to say his idea was included in the first update, probably should have used DM instead.