I think we are going to release it free with just the first couple levels, and then there will be IAP to unlock the rest of the game so you don't lose your progress like you would with a Lite version.
There are a couple more gameplay videos shown here on the Kickstarter page for those that haven't seen them showing the controls and also a bunch of the gadgets used in game. http://www.kickstarter.com/projects/342599458/spycraft-double-agent/posts
Well, it does look incredibly nice and definitely very interesting, though I must admit I was expecting something more along the lines of that classic Spycraft RPG. You know, the pen-and-paper one.
It's been quite a while (glad some of you still remember us!) and we've both taken additional work to pay the bills, but the game has reached beta testing. It's still a physics-based platformer, not a RPG at all, and we changed the name to Spycorp to avoid confusion with 2 other games with the name Spycraft. The beta is closed at this point because, as most of you guys know, Apple limits the number of devices we can use for ad hoc deployments so the group is fairly small, but the game plays well on the Web (where it's easier than on a device) so I may post a Web version to try once we work out the kinks with the current iOS version. Thanks again for your encouragement. We're just two guys trying to make a good game, and your support with that means a lot.
Spycorp submitted to Apple! Hello again, I'm very excited to announce that we have submitted Spycorp to Apple for testing, and hopefully it should be out soon! We also finished the trailer for it, which you can see right here: Subscribe to the TouchArcade YouTube channel And lastly, we also have a new website up that shows some of our other games we are working on. http://wickedgames.net/
We ran into the question of whether we wanted to (a) strip and compress the assets down to work well on older devices and make folks on higher-end devices use the lowest common denominator, or (b) do a separate HD version that has the best assets and sell two separate versions of the game, or (c) do a universal game that runs on iPads and iPhones with good quality even if that means not supporting older devices. We went with (c) -- universal build so you don't have to buy it twice, but good texture quality does require more mem than those older devices have.
Thank you for going with C. I would HATE to see a good game like this being sacrificed just to be compatible with older devices.