|
Post by darkzanpaktou on Sept 15, 2008 14:40:40 GMT -5
I just want to find out how everyone feels about the fun/enjoyment level of Aurora Feint.
Again, lots of respect to the developers... I just think they would like to know some very important user stats. The game was made for us, not the developers after all. It's wonderful/amazing/scary that Jason can get 60x multipliers, and I appreciate theconfuzed1's strategy post, but with all that considered... the new way to get combos is just not that fun. I feel that the majority of users are not enjoying the new AF, lets just see.
Thank you for participating.
Also, could a moderator please sticky this? Thanks.
|
|
|
Post by theconfuzed1 on Sept 15, 2008 14:44:23 GMT -5
I think you know how I voted.
|
|
|
Post by theconfuzed1 on Sept 15, 2008 14:45:12 GMT -5
I didn't see the request to sticky until now. Sure, I'll play. I don't see the harm in it.
|
|
|
Post by MacGyver on Sept 15, 2008 19:36:00 GMT -5
I think it adds to the game in that the annoying repetitiveness is taken out and replaced with actual skill (to think of the best strategies and to learn how to get the most multipliers.
Haven't been able to get more than 7 in a row yet!
|
|
|
Post by artemisliero on Sept 16, 2008 14:11:12 GMT -5
Eh, I wasn't there when the was the "old" AF but it seems quite fun with the combos now... At least you have a goal you can always try to beat Without it... when you are done with the game, theres nothing else to look forward to!
|
|
|
Post by golgolath on Sept 18, 2008 14:58:13 GMT -5
I'm not a fan of the new combo system. It requires you to set up a very specific pattern using a game whose rules do everything they can to make it not just difficult, but tedious.
Even putting aside the fact that it's far too easy to destroy your entire stack by accidentally creating a group of three at the wrong time, and even putting aside the very, very real problem that tools actively hurt, not help, this process (they create combinations with just about anything. far too often I'll be trying to create one of those stacks shown in the strategy guide only to have my attempts instantly grind to a half when a tool comes on screen and demolishes my work).
I made the mistake of leveling the alchemy tool, and it appears so often for me now that it's basically impossible to plan any complex moves in the mine, and since you don't get crystals for blocks destroyed by that tool, whenever it appears, I sigh and try to find the least destructive way to get it off screen, before it destroys 20% of my blocks instantly. The tools are a very big problem. Things like that make sense in an MMO, I suppose, but at this point, this game is still a puzzle game, and when a game which requires such a specific pattern of blocks to be created, the tools add far, far too much chaos. They're akin to buying expensive new gear in an MMO, only to find it makes you take more damage. I'm not sure there's anything that could be done about that, but I find myself wishing I could make the tools just disappear.
The biggest problem though, is the movement of blocks. There's no way to move them vertically (from your current perspective) without rotating the iPhone sideways, moving the block using the game's new version of horizontal, then flipping it back. I personally don't find spinning my iPhone back and forth after just about every single block movement to be very fun, and it's certainly hard on the wrists after a while. A huge improvement to the game would be allowing you to move a block vertically without flipping the Phone, moving the block, then flipping it back. Even ignoring the gameplay ramifications of this kind of harsh limitation, the practical considerations are a real issue.
|
|
|
Post by rrounsley on Sept 19, 2008 9:24:48 GMT -5
I'd like to change my mind about the new system. After getting accustomed to the new method of scoring, I've decided it's actually better.
|
|
|
Post by Danielle Cassley on Sept 19, 2008 13:24:57 GMT -5
|
|
Alexus
New Member
Hopelessly stupid is the one who doesn't know he is smart...
Posts: 20
|
Post by Alexus on Sept 19, 2008 14:57:12 GMT -5
I both agree and disagree with the statement that the new combo system is better. Here is my opinion on the whole thing:
If Aurora Feint supposed to be a Puzzle Game then the new system is definitely more interesting. The only problem is that making arrangements to get combos now rendered the whole Tool system completely unusable as it was said in one of the previous posts they are more of a Harm now and not Help. Considering that the whole game is about leveling up and upgrading tools it becomes a problem.
If Aurora Feint supposed to be an Arcade/Action game that the new Combo system is not a good change as it takes away the excitement of matching blocks as quickly as possible to get better score. It is now not a Dexterity competition but a Brain challenge. Plus the same problem with tools I mentioned earlier.
I personally think that because of the Combo vs. Tool issue the game is not as much fun anymore. plus there is no motivation to upgrade tools as better Tools are only make the whole Combo making process more difficult.
|
|
|
Post by asmeurer on Sept 19, 2008 16:28:02 GMT -5
It's better because it makes random playing less of an incentive. There are still some speed advantages, because you can now slip blocks under ones that are about to fall, but haven't yet because of explosions.
|
|
|
Post by jibb on Sept 19, 2008 21:23:50 GMT -5
I have mixed feelings as well.
I think the more I get used to it the less bad it is. It did definitely change the perspective of gameplay dramatically.
Who knows? Maybe give it give it some more time before you decide you don't like it.
|
|
|
Post by oibalf on Sept 22, 2008 2:36:35 GMT -5
I like both games. The original game was very fast paced and didn't require much thinking (which is nice after a long day of work), whereas the new gameplay is a little more strategic, with focus on setting up multiple combos (which is rewarding, but very frustrating when you mess up that perfect combo you were setting up). Maybe, in the future AF could have multiple game modes, with different scoring methods for the different modes.
|
|
jemni
Junior Member
The Strategist stops time while his fury eats my dreams
Posts: 61
|
Post by jemni on Sept 22, 2008 10:35:47 GMT -5
I voted yes with these caveats. It still has bugs that frustrate me to no end. Valid combos that I make still end up with no modifiers awarded. Maybe about 5% of the time, I get blocks to fall into a combo correctly but nothing results. Grrrr. For this reason I have had 11 attempts to build the next set of blueprints for Alchemy, where I need 125 of two resources and a paltry sum for another one. The closest I've come is 92%.
The other thing is that I agree with golgalath above. When you are trying to set up a nice combo chain per the strategy guide, the tools come in to just screw things up. When the payback they give does not come close to making up for this, they act as spoilers. I find the combos hard enough to arrange as it is without these things coming at me.
I would love to use the tools, but I would love for them to really provide a payoff. I don't know how to solve that problem of keeping them out of your mine while your setting up a combo. I mean, that's how you acquire them, but I've got thousands now that I will never use in the Smith. Maybe if you can turn them off or something. Dunno.
|
|
|
Post by burtosis on Sept 24, 2008 17:26:17 GMT -5
I haven't played the old version, but I do love the gameplay that it has now. I have played similar strategy games, such as tetris attack, and like the fast action thinking that you need to keep up the chains to get points.
I also love this game! I can't believe it was free - Kudos to the developers!
But, I am also in the boat that many of the tools just get in the way. Being quite used to chains, I have gotten a x74 and regularly get over x40. What usually does me in is a tool that destroys bricks gets set off accidentally, mucking up the board with frozen bricks that I could have used to get many more points with by doing chains.
My solution would be to allow you to turn on/off your tools like when you attempt blueprints. Turn them off at the mine and you just don't get them or thier abilities. Like em? Well just turn it on. Also, you might want to revamp some of the abilities as I can't make heads or tails of what they do.
Another thing - I played so many hours of games like tetris attack 2-player that winning on level 8 blueprints was way too easy. Just start doing a continious chain and by the time you get to x30 you have hundreds of blocks in each category. If there were difficulty settings then the newbs could play on easy (1/3 resources needed) others on normal and others on insane (3x resources). I finished many of the 8 blueprints with 2/3 time left and on my first try. For me the game was a tad on the easy side. You could have an award for passing each difficulty level.
Finally - I have to say that what made me waste like +1000 hrs (and trash some grades) on similar games was the two player action. Mostly, it was terribly addicting to play friends in head to head action and is a fun alternative to 2 person fighting games that appeals more to both sexes and wider age groups in my opinion. this game has the potential to be even more addicting but needs the two player action to hold interest much past winning the blueprints/scrolls.
|
|
armak
New Member
Posts: 2
|
Post by armak on Sept 25, 2008 14:47:05 GMT -5
I really enjoy trying to get the multiplier larger and larger. The old game play was not as fun. I've spent much more time playing Aurora Feint with the current system then I did before these changes were made.
|
|