Dynamic Realities's Profile

Ranked #1285

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200 Points

Games
Flying! Thunder! Chase!
4504
3

Brought to you by up-and-coming indie game developer Dynamic Realities, Flying! Thunder! Chase! (FTC) is an action-packed spaceship side-scroller with fast-paced gameplay and unlimited customization potential. Key Features: Developed specifically with mobile gamers in mind. Fully-developed storyline with threefour playable factions offered at launch. Enjoy virtually limitless in-game customization by collecting ship designs, backgrounds, soundtracks, and more! Absolutely free-to-play with unobtrusive options for purchasing in-game collectables up-front. Collect valuable Thunder Bucks to purchase in-game collectables without spending real bucks. Quick-paced, action-packed gameplay that can keep you occupied for minutes or hours on end. Compete against friends and foe via online leaderboards and special in-game events. No Ads! Flying Thunder Chase is an elite force made famous when they helped repel the Republic, an alliance of alien races that refused to join the Galactic Empire, during the War of Encroachment. Since the war the force has been repurposed as an all around defense force of the Galactic Empire, stationed at the Flying Thunder Research Facility orbiting The Black Eye - the supermassive black hole at the center of the Black Eye Galaxy M64. A peace accord between FTC and the Republic was reached when the technology used to keep the black hole from consuming the galaxy was no longer strong enough to contain it. Both factions, along with several other unaligned factions, joined forces to make the repairs and upgrades needed to avoid catastrophe. Unfortunately time has run out and now only one priority exists for all factions: escape the black hole before it's too late.


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Mechanics Mechanics

I've tried out your game and I have a few comments.

First the good:
- Great concept. This could be a game for blind people if you execute it right but also a game that seeing people can enjoy too. I really think you should try and empathize on that.

Then the less good:
- The initial tutorial voice is very, very low. When it came to the actual game it blew up in my ears and it was pretty painful.
- I understand the use of software that does text-to-speech but I hope you switch it out for an actual voice in the final game.
- The Options Button doesn't work.
- You should have a "Play" button and not a "Resume" and "Load" button. It implies that the game is paused from an earlier play session instead of being just opened. May confuse some players.
- There is way too much text to go through at the first tutorial. You may want to cut it down to the most concise points so that the player doesn't have to spend long time listening to a tutorial.
- When I alt-tabbed out of the game on Windows 8.1 I could not open the game again for it to work because it didn't regain focus after re-opening it. So whenever I clicked inside the window to regain focus it just minimized the game again.

Suggestions:
- Perhaps make a sound that indicates that you hit the boundary of the room you are in. Like you hit the wall or something.
- Consider playing music when the game is started so it's not just silent.

8 years ago

Hello Jamorris

Thanks for the feedback! We appreciate it :)
If you look in our upcoming features section you'll find that some of your suggestions are already planned, so it's nice to know we are on the right track!

However in terms of controls I have to say that we tried a lot of different control schemes and in the end we went with locked lanes because the ability to do fine-tuned movement on mobile for a game that works at the speed our game does makes the game completely impossible to control at later levels causing more frustration than rewarding gameplay. However we really tried everything we could to make that scheme work and in the end it just wasn't feasible. Of course we could have made it work if we drastically lowered the games speed but we felt that would take away from what the game was trying to achieve. We hope this explanation will better explain our considerations when going with that control scheme.

While we already have pickups listed as an upcoming feature we have also considered what those should be. We have already done extensive testing of using lasers and rockets that you can shoot with but we found that it made the obstacles very trivial and thus a big part of the game was pretty much redundant. We also tried tampering with enemies that came at you, but the fact that you already have to deal with high speeds and avoid obstacles we found it to be too much to consider as you play our fairly simple game.

When we update the game we hope we see you back :)

8 years ago
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