1. #1

    1000 heroz - Feedback and suggestions

    Anba suggested a new thread so here it is.
    Any feedback or ideas that you might have to make the game post them here.

    My first suggestion is to reduce the number of angles that you can bounce off the pods. Say 5 angles depending where you hit the pod.
    This in my opinion would bring a little consistency and predicability to the object and would make it more acceptable as a good object to have in a track.
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  2. #2

    Re: 1000 heroz - Feedback and suggestions

    Originally Posted by EuphoricFusion
    My first suggestion is to reduce the number of angles that you can bounce off the pods. Say 5 angles depending where you hit the pod.
    EF...I totally get what your saying on that...and on a few levels I think I would probably agree totally. It WOULD improve consistency of the runs for sure...so maybe there is a use for that. As a whole though, I gotta be honest, I'm not completely there yet. The reason...is because it would take too much away from the skill aspect of jumping at just the right time and just the right height to land perfectly on that bubble.

    So let me give you something to critique of mine: I love the big flips that you get from the carts when they land just right...but getting that flip is so inconsistent that it takes a lot away from playing the rest of the time. So I suggest they make it so that you're ATTACHED to the cart unless you're holding the jump button. Moving the arrows walks you forward or backward on the cart (thereby adjusting the angle), and double tapping jump....will jump. It will take a ton perfect skill moves to get that perfect toss...but it should be far more repeatable.
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  3. #3

    Re: 1000 heroz - Feedback and suggestions

    Originally Posted by RookyJ
    Originally Posted by EuphoricFusion
    My first suggestion is to reduce the number of angles that you can bounce off the pods. Say 5 angles depending where you hit the pod.
    EF...I totally get what your saying on that...and on a few levels I think I would probably agree totally. It WOULD improve consistency of the runs for sure...so maybe there is a use for that. As a whole though, I gotta be honest, I'm not completely there yet. The reason...is because it would take too much away from the skill aspect of jumping at just the right time and just the right height to land perfectly on that bubble.

    So let me give you something to critique of mine: I love the big flips that you get from the carts when they land just right...but getting that flip is so inconsistent that it takes a lot away from playing the rest of the time. So I suggest they make it so that you're ATTACHED to the cart unless you're holding the jump button. Moving the arrows walks you forward or backward on the cart (thereby adjusting the angle), and double tapping jump....will jump. It will take a ton perfect skill moves to get that perfect toss...but it should be far more repeatable.
    That's a great suggestion rook... I was gonna say they should have you stick to the cart wherever you land and have the arrows control the pitch when your on it. I think either way would add a lot more consistency. By no means do I hate the cart though, just nitpicking I also agree with not changing the bubble. It is an extremely consistent obstacle and 90% of the time I know exactly where I need to hit it, just have to make the perfect jump to do it.

    Now with the subject of this thread in mind the only thing I'd like to suggest is a completely uphill and another completely downhill level. That would be nuts!

    I would also love to hear from some of the devs on what kind of issues they ran into making the game. I always love a good back story. Maybe also a way to see the best times they have gotten when testing levels, just a thought.
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  4. #4

    Re: 1000 heroz - Feedback and suggestions

    Probably one of the most aggravating things in the game for me....is when I'm on a really killer run down say a hill at the end of a level, and the character basically trips up over his/her own feet...slowing them down. So many times it only seems to do it when I'm going the absolute fastest. You wanna see what it looks like when someone blows a gasket??

    I guess they could make it so you just stick to it (the cart).....no holding the jump button. You could either run off the end, or jump off it...and where you are on it will determine the weight distribution. They don't have to do this for EVERY level either, b/c I'm sure some levels are built so that just staying on the cart is part of the success.
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  5. #5

    Re: 1000 heroz - Feedback and suggestions

    Ok... where do I begin? Cart consistency is a free for all. Who knows what's going to happen when you're on the cart? I still get "stuck" in the handle of the cart from time to time. That's really irritating.
    Maybe make it a flintstone mobile with a roof? Not really sure how that would be implemented since getting on it would be difficult...
    I do like the idea of being attached to the cart unless you press the jump button. The only problem I see is that it doesn't solve the fundamental problem of lucky cart flips. The cart mechanic is just broken. And I really don't see a way to make it better. I absolutely abhor doing any level with a cart for just that reason. It saps the fun right out of the level. There is no skill to the cart, only luck. And that defeats the purpose of the game in my eyes.
    Cannons: perhaps starting it on an incline and making the switch to fire it larger? more noticeable? obvious? I still don't get cannons.
    Wheel: Out of the three new objects, I like the wheel the best. Though, I still get hung up in the wheel from time to time. I can jump into the wheel and with an incline away from me and I can't get traction. However, like in day 92, sometimes I'll be in the wheel on the decent on the bottom half of the wheel and still manage to run up a slat until it's almost vertical. Huh? That just doesn't make sense in 1000 Heroz physics.

    If there was a way, I would gladly volunteer to play test any changes to bring objects back into the skill range instead of luck and praying.
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  6. #6

    Re: 1000 heroz - Feedback and suggestions

    Concerning the cannons: It would be great and a new strategic element to have more controls over them. Does anyone know the iOS game"Land-a-panda"? See http://www.youtube.com/watch?v=o1EJhsKCgNU.
    I like the idea of being able to decide when to fire the cannon by tapping. What would be even greater is to have control of the length/power of the shot also. And the icing of the cake would be to change the angle of the cannon by tapping left and right. That would lead to a new range of possibilities. But I guess it would also not work with the current outfit of many levels? Oh well, at least controlling the timing of the shots would be a neat, more skill-based and less random feature.
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  7. #7

    Re: 1000 heroz - Feedback and suggestions

    How about a "lock" function for the forward arrow?? I'm going to get carpel tunnel from holding it down so hard, for so long. We could also use a restarts counter somewhere on each daily race. Right now I'm just keeping track by looking at my stats when I start. Would be a nice feature though.
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  8. #8

    Re: 1000 heroz - Feedback and suggestions

    REPLAYS!!!!!!!
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  9. #9
    Nytmair's Avatar Senior Member
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    1000 heroz - Feedback and suggestions

    Originally Posted by arseiam
    REPLAYS!!!!!!!
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  10. #10

    Re: 1000 heroz - Feedback and suggestions

    Here's another idea: What about a new game mode? Once a week, you only get to have a certain number of runs for achieving your time - maybe 10 tries? Obviously, this would work best with simpler tracks without a lot of gaping holes. Though it would actually be kind of fun if only few people actually make it to the finish

    I was thinking that this new kind of "challenge mode" would actually be pretty easy to implement for the RedLynx guys if they make this available for the older tracks that we have already gotten through. No need for creating new ones for this. Also, this mode could have its own leaderboards and thus be more accessible to everyone and also new folks - no one is late to the party, plus everyone could try the tracks at their own pace without feeling somewhat overwhelmed. It would be a diffent sort of competition, where everyone could be at the top with a little bit of luck.
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