Stupid question probably,but are the Madgarden and Rocketcat hats purely cosmetic or do they have any kind of bonus?
How about making them sparkle or something to distinguish them from whatever you change the unlock method to, assuming you still keep them available via an alternate means of unlock.
Oh, I meant you wouldn't be able to get them anymore. Would be a kind of "thanks for supporting us early! sorry coins are cheaper now!" sort of deal, to be frank.
The wikia is looking good, has enough information about re-rolling and ultra hats as well as a couple other things you guys may have questions on. Feel free to check and add to it. Also note that in order for us to get more content and for rocketcat and madgarden to support their families they need to make cash. Just because they add another currency that you CAN earn doesn't mean they are trying to steal your money, they simply are trying to find a way to have somewhat of a paywall without having a paywall therefore gaining more money from those who don't play the game for more than 20 minutes per sitting. I can say with some certainty that this new system will not cause a majority of the TA players to feel as if you need to PAY to unlock something other than IAP hats.
The uppercut not triggering? I've never encountered it, and I'm not sure how to reproduce it. Any ideas?
This may sound stupid, but try switching your block to swipe instead of two-touch and see if that gets rid of your problem. I've never had an issue with the uppercut button, but I know some people have...it turned out they were accidentally blocking. Just a thought.
I loaded this up on my iPad and it's like a new game. I tried the iCloud synch, but it still didn't transfer anything.
Hey, Kepa. I've been a longtime Rocketcat fan. Super Quick Hook still stands as my favorite iOS game, and Mage Gauntlet remains on my device for eternity. Just picked up an IAP pack. I wish everyone else would, as well, because these quality games don't make themselves. You and Madgarden have been super attentive on these forums, and we can't thank you enough. Cheers, to cooperative efforts at making the best games out there.
RE: Uppercut Problem RE: Uppercut Problem I run on an older device (ipod touch 3g) and if the graphics are set to high, there is a certain period during the beginning of every game where I am unable to uppercut or punch. IT goes away after a bit of loading. However, if I just set the graphics to medium, I never have the problem at all. My guess is that if buttons arent working, perhaps you are on an older device with the graphics set too high?
'"While Rocket Cat's endless puncher might be gaining critical acclaim, the number of people who are actually spending money on its in-app purchases is almost non-existent. Speaking to Pocket Gamer, designer Kepa Auwae stated that while over half a million people had downloaded the game, only around 0.01% of them have actually spent any money on it. "We really needed to get seen by more people, and Punch Quest accomplished that while giving us a ton of success with review scores from major sites and acclaim from iOS gamers."'--AppSpy Please excuse my ignorance here if this post seems naive, but couldn't you guys have achieved nearly same recognition and more revenue by making a Lite version of your game AND a paid version? I know if I had downloaded a Lite version, I would have upgraded to a .99 cent Full version in a heartbeat, whether it was .99 cents to remove adds or if the Lite version was just a sample of the Full version. I honestly think this is the fairest, most straight forward approach to ANY app available--give it to people to try and if they like it they upgrade. If I were to put a game out there this would be a no brainer for me, but maybe I am missing something here... In my opinion, any item available through IAP that cannot be achieved through the gameplay itself is for the birds. Don't kill this masterpiece with that nonsense.
I didn't know pay-to-remove-ads was that accepted. I always hated that, personally. Separate Lite and Paid versions don't work very well, and they haven't since the App Store was very young. I'd say over a couple years ago. The problem, in short, is that the lite version is supposed to get people to know about your paid version, but people generally won't bother with a lite version unless they already know about your game. But in that case, you didn't really need a lite version at all. Then you're also hoping two different games get higher on two different charts, it's a mess. Some exceptions apply to this, like Trainyard did well with a lite model. A "pay once for full functionality" model can go either way. Letterpress did it well, but it was really clever in how it did it. You pay for the ability to play more games at once. If you don't pay for the full version, you're limited in how often you can play. It's kind of like the Gameloft energy mechanic, but it's way more clever. Instead of blaming the game for putting that wall up, it deflects you to blaming the person you're playing against for taking too long with their turn. So then the question is, what would the "not-full version" of Punch Quest be, exactly? I have no idea. After you play for a certain point, not let you get any new skills? After you get to a certain part of the dungeon, you run into a brick wall with a sign saying "PLEASE PAY FOR FULL VERSION"? Would that cause people to buy it, or just annoy the hell out of them? I can't think of a recent action game that really did a lite->full version well.