The trick here is to not try to take them out all at once. Pace yourself here and approach them individually. Try to jump and throw wrenches to knock out the small cops. The big cop will most likely block your wrench attacks. Don't go jumping too fast on the big cop - he is clever.
I wait at the left corner until the train have passed, take care of the big cop, run and hide in the left corner then take care of the smaller cops
I think it's probably a pain for devs to keep track of who are the people that post here and are the more vocal minority that spread the word about games... but, it definitely has a much bigger payout PM'ing codes to individuals rather than throwing codes into the wild and watching the thousands of lurkers (a large percent of which I think are just other devs) snatch them up. Sometimes I wonder if other devs just snatch them to insure the competition doesn't get the attention.
I'm going to spend some time today brainstorming ideas to suggest possibly if I come up with some creative ideas these dedicated developers might take it under consideration. I certainly think this game has so much potential, it already works quite well. Any chance us consumers can get an idea of when next episode with more levels may be released??
Hiya, We are right now working on the levels for episode 2. Thomas (and Gsep) are busy slaving away in the level editor. Here is a brief glimpse into the development process: 1. Designers add colliders and enemies to the world, by dragging them out. I have already programmed the enemies so they're drag and drop with a wide away of AI knobs and buttons the designers can tweak. 2. there's a full flash-style animation editor and trigger system built in too - so designers often make wonderful things without a single line of code, and they can CALL my code from animations, enabling all sorts of unexpected surprises (even for me, the programmer)! They also have to add all the oilcans, pigeons, lights, shadows, force zones, weather, etc etc and more... At this point there are no actual graphics for the world. Once the levels play really nice and have sufficient flow/quality/fun factor/interest, we do a snapshot of the entire level zoomed out. This is then sized and set up in Photoshop with a huge, huge, huge megabitmap, and Bjorn will paint it. Bjorn just paints a huge, megatexture of the entire level, and hands it back to the designers. The designers then bring this megatexture back in, and sometimes have to chop bits up for depth and so on, plus final tweaking of colliders, level flow and more. Bjorn is free to interpret the depth, the light and shadow how he feels it will look the most exciting. It as you can imagine is a lengthy process. Takes a lot more skill, time, effort and TLC than many other games - in fact the workload is more than it would be if we were doing a lucasarts style adventure! In addition to this I absolutely insist on making sure that every single enemy has unique AI - as challenging the player to PLAY DIFFERENTLY per enemy is very important to me. It's the right way to keep a game feeling fresh and unexpected as the world unravels. FINALLY, last but not least, the legendary Dave Dexter gets to play the level and breathe life into it, like Gandalf with a Guitar! He devises the music ESPECIALLY for the level - no repeated junk - unique is the buzzword for TOB and it is so much work that other developers will be scratching their heads and thinking "don't know if I should admire these guys or get them put into an asylum!" ETA? As soon as we possibly can! There will be another update or 2 before Episode 2 as we want to add a lot more fun to it - and possibly more unlockables as well (minigames?) In any case your support and encouragement and interest is what makes it all worthwhile!
I am curious what levels are people's favorite, mine is 'Smelly Happenings'I think its freakin awesome, especially trying to speed run it. I can't wait for the update with a fixed dpad I am checking my AppStore every 20 mins, and that's a good thing!
Exactly! I've been preaching that for a long time! Lurkers snatch 'em up quickly and don't even say thank you! PM is the only way devs should distribute promo codes IMO.
I keep checking as well! And I submitted the update! gah! On the subject of time how do you guys feel about a best times thing below each level in level select? possibly with speed run achievements too / game center ?
Btw, if anyone feels like doing a speed run challenge, I'm up for it. Pick a level and do a video or something and I'll respond on Youtube
Sigh... Same here. I really love how the game plays, but i fumble on the controls more often than not.
Hey guys! We are just impatiently waiting as everyone else here! There is nothing we can do but wait on Apple to approve the update. It's entirely in their hands.
Waiting for this update is like torture! Apple's approval process is a blessing and a curse. The Other Brothers has been disadvantaged by it. By the time this update hits, there will be a new list of Editor's Choice apps. That sucks. I've finished the first level, in spite of the controls, but I really want to spend some quality time with this game. Once I get this update, I have a feeling that this will become my favorite iOS title. P.S. You can upload your updates to Google Play much faster than iOS (hint, hint). Maybe think about an Android port?
It's at times like this I think about releasing on droid first. Because we were bashed and lost all our sales (when the 5/10 pocketgamer review came out we experienced a sharp nosedive in sales - halved all our sales). And that's not the only harsh review. Others popped up after - perhaps just copying that review with different words. It became fashionable to beat up TOB and got eyeballs. It's set us all back quite a bit financially, I mean we were in the red to begin with as we funded this ourselves. Rather than throw toys out of the pram, we have learned from the mistake of not having enough options for people to truly tailor the experience to their own pleasing and that is something I will always add going forward. Positives happened too! we got a new phrase and a new meme going around - floating dpad! Now all the press will focus more than ever on controls. In a way, we improved gaming for everyone by having such a highly visible title with controls people didn't like. Future iOS games from all developers will benefit from our loss, which I suppose is one good thing to take from it
I honestly don't think it's just the controls. Having a game with brutal difficulty, long levels and finite lives is just an order for disaster as you aim for a niche crowd exclusively who has lots of patience and free time. I really wanted to enjoy the game, things started ok with level 1, then after I died and had to start over level 2, I just rushed through it, and finally after I died twice in level 3 I just quit is disgust and sadly couldn't recommend the game to any of my friends. I really think this game has huge potential with just a few tweaks and an easier difficulty level, I want this game to succeed as obviously a lot of effort and love went into it, this is why I still hang out at this thread as I believe with these tweaks, I will really enjoy the game and let my friends know of it as well.