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	<title>Comments on: Untitled 'Metroid' and 'MegaMan' Inspired Game Shows Promise</title>
	<atom:link href="http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/feed/" rel="self" type="application/rss+xml" />
	<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/</link>
	<description>... keeping in touch with the latest in iPhone gaming</description>
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	<item>
		<title>By: squarezero</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-41010</link>
		<dc:creator>squarezero</dc:creator>
		<pubDate>Thu, 29 Oct 2009 03:00:05 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-41010</guid>
		<description>spiffyone has expressed my opinion better than I did -- don&#039;t exactly know how that happened ;). From the comment below (and the fact that he decided to share the game-in-progress in the first place) it&#039;s pretty clear that rozgo looking for feedback from the TA community. I&#039;m sure that he&#039;s a big boy and can take criticism. My problem was the tone of some of the comments (including GDSage&#039;s) that seemed to show absolutely no appreciation for the creativity and effort already on display on that game play video. Now, I get that GDSage means well, and I agree that it&#039;s possible to take this game to another level visually (as it happens, I&#039;m a graphic designer/art director myself). Nevertheless, the App Store is becoming fairly hostile place for independent developers, and I guess that I feel a bit protective of the ones who show this level of talent. Please forgive me if I came across a bit strident.</description>
		<content:encoded><![CDATA[<p>spiffyone has expressed my opinion better than I did -- don't exactly know how that happened <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . From the comment below (and the fact that he decided to share the game-in-progress in the first place) it's pretty clear that rozgo looking for feedback from the TA community. I'm sure that he's a big boy and can take criticism. My problem was the tone of some of the comments (including GDSage's) that seemed to show absolutely no appreciation for the creativity and effort already on display on that game play video. Now, I get that GDSage means well, and I agree that it's possible to take this game to another level visually (as it happens, I'm a graphic designer/art director myself). Nevertheless, the App Store is becoming fairly hostile place for independent developers, and I guess that I feel a bit protective of the ones who show this level of talent. Please forgive me if I came across a bit strident.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: squarezero</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321045</link>
		<dc:creator>squarezero</dc:creator>
		<pubDate>Thu, 29 Oct 2009 03:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321045</guid>
		<description>spiffyone has expressed my opinion better than I did -- don&#039;t exactly know how that happened ;). From the comment below (and the fact that he decided to share the game-in-progress in the first place) it&#039;s pretty clear that rozgo looking for feedback from the TA community. I&#039;m sure that he&#039;s a big boy and can take criticism. My problem was the tone of some of the comments (including GDSage&#039;s) that seemed to show absolutely no appreciation for the creativity and effort already on display on that game play video. Now, I get that GDSage means well, and I agree that it&#039;s possible to take this game to another level visually (as it happens, I&#039;m a graphic designer/art director myself). Nevertheless, the App Store is becoming fairly hostile place for independent developers, and I guess that I feel a bit protective of the ones who show this level of talent. Please forgive me if I came across a bit strident.</description>
		<content:encoded><![CDATA[<p>spiffyone has expressed my opinion better than I did -- don't exactly know how that happened <img src='http://toucharcade.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> . From the comment below (and the fact that he decided to share the game-in-progress in the first place) it's pretty clear that rozgo looking for feedback from the TA community. I'm sure that he's a big boy and can take criticism. My problem was the tone of some of the comments (including GDSage's) that seemed to show absolutely no appreciation for the creativity and effort already on display on that game play video. Now, I get that GDSage means well, and I agree that it's possible to take this game to another level visually (as it happens, I'm a graphic designer/art director myself). Nevertheless, the App Store is becoming fairly hostile place for independent developers, and I guess that I feel a bit protective of the ones who show this level of talent. Please forgive me if I came across a bit strident.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: CaptnWildStar</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40999</link>
		<dc:creator>CaptnWildStar</dc:creator>
		<pubDate>Thu, 29 Oct 2009 00:43:40 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40999</guid>
		<description>looks like Turican Jr.</description>
		<content:encoded><![CDATA[<p>looks like Turican Jr.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: CaptnWildStar</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321044</link>
		<dc:creator>CaptnWildStar</dc:creator>
		<pubDate>Thu, 29 Oct 2009 00:43:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321044</guid>
		<description>looks like Turican Jr.</description>
		<content:encoded><![CDATA[<p>looks like Turican Jr.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Richard Edmonds</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40976</link>
		<dc:creator>Richard Edmonds</dc:creator>
		<pubDate>Wed, 28 Oct 2009 21:22:42 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40976</guid>
		<description>This game looks like a great addition to the iPhone platform, looking at the video is making me very excited.</description>
		<content:encoded><![CDATA[<p>This game looks like a great addition to the iPhone platform, looking at the video is making me very excited.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Richard Edmonds</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321043</link>
		<dc:creator>Richard Edmonds</dc:creator>
		<pubDate>Wed, 28 Oct 2009 21:22:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321043</guid>
		<description>This game looks like a great addition to the iPhone platform, looking at the video is making me very excited.</description>
		<content:encoded><![CDATA[<p>This game looks like a great addition to the iPhone platform, looking at the video is making me very excited.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: rozgo</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40950</link>
		<dc:creator>rozgo</dc:creator>
		<pubDate>Wed, 28 Oct 2009 19:29:19 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40950</guid>
		<description>Hi guys,

I can take criticism, and feel encouraged by squarezero&#039;s optimism. I&#039;ve worked on other iPhone titles where a full nextgen console team put all there efforts. Art directors and all. The games looked incredible and had some decent gameplay. Those were the times where stick figures and farts where making the charts. The team got frustrated and the iPhone community lost an incredible group to XBox Live and Playstation Nextwork.

I on the other hand, decided to give it one last try, on my own, and put out the best I could, gameplay wise. I&#039;ve seen graphics don&#039;t even come close on deciding how successful a title gets. And on that note, I decided to aim for a fast, smooth, high performance game running at 60 frames per second, with physics-based gameplay and puzzles.

I&#039;m going the build-your-game-with-the-community-route for the first time, and I&#039;m having lots of fun. Nothing wrong can ever come out of that.

Cheers! And thanx again for all your support!</description>
		<content:encoded><![CDATA[<p>Hi guys,</p>
<p>I can take criticism, and feel encouraged by squarezero's optimism. I've worked on other iPhone titles where a full nextgen console team put all there efforts. Art directors and all. The games looked incredible and had some decent gameplay. Those were the times where stick figures and farts where making the charts. The team got frustrated and the iPhone community lost an incredible group to XBox Live and Playstation Nextwork.</p>
<p>I on the other hand, decided to give it one last try, on my own, and put out the best I could, gameplay wise. I've seen graphics don't even come close on deciding how successful a title gets. And on that note, I decided to aim for a fast, smooth, high performance game running at 60 frames per second, with physics-based gameplay and puzzles.</p>
<p>I'm going the build-your-game-with-the-community-route for the first time, and I'm having lots of fun. Nothing wrong can ever come out of that.</p>
<p>Cheers! And thanx again for all your support!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: rozgo</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321042</link>
		<dc:creator>rozgo</dc:creator>
		<pubDate>Wed, 28 Oct 2009 19:29:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321042</guid>
		<description>Hi guys,

I can take criticism, and feel encouraged by squarezero&#039;s optimism. I&#039;ve worked on other iPhone titles where a full nextgen console team put all there efforts. Art directors and all. The games looked incredible and had some decent gameplay. Those were the times where stick figures and farts where making the charts. The team got frustrated and the iPhone community lost an incredible group to XBox Live and Playstation Nextwork.

I on the other hand, decided to give it one last try, on my own, and put out the best I could, gameplay wise. I&#039;ve seen graphics don&#039;t even come close on deciding how successful a title gets. And on that note, I decided to aim for a fast, smooth, high performance game running at 60 frames per second, with physics-based gameplay and puzzles.

I&#039;m going the build-your-game-with-the-community-route for the first time, and I&#039;m having lots of fun. Nothing wrong can ever come out of that.

Cheers! And thanx again for all your support!</description>
		<content:encoded><![CDATA[<p>Hi guys,</p>
<p>I can take criticism, and feel encouraged by squarezero's optimism. I've worked on other iPhone titles where a full nextgen console team put all there efforts. Art directors and all. The games looked incredible and had some decent gameplay. Those were the times where stick figures and farts where making the charts. The team got frustrated and the iPhone community lost an incredible group to XBox Live and Playstation Nextwork.</p>
<p>I on the other hand, decided to give it one last try, on my own, and put out the best I could, gameplay wise. I've seen graphics don't even come close on deciding how successful a title gets. And on that note, I decided to aim for a fast, smooth, high performance game running at 60 frames per second, with physics-based gameplay and puzzles.</p>
<p>I'm going the build-your-game-with-the-community-route for the first time, and I'm having lots of fun. Nothing wrong can ever come out of that.</p>
<p>Cheers! And thanx again for all your support!</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40948</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 19:13:06 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40948</guid>
		<description>Again, everyone...the game is still in development.  The dev has stated in the forums that he will get into putting &quot;spit and polish&quot; into the game&#039;s art design but right now is concentrating on the general game mechanics (controls, level design, interactions, etc.).  There will be boss battles, for instance, but he&#039;s currently designing closed arenas for those battles.  And he&#039;s taking suggestions, btw.</description>
		<content:encoded><![CDATA[<p>Again, everyone...the game is still in development.  The dev has stated in the forums that he will get into putting "spit and polish" into the game's art design but right now is concentrating on the general game mechanics (controls, level design, interactions, etc.).  There will be boss battles, for instance, but he's currently designing closed arenas for those battles.  And he's taking suggestions, btw.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321041</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 19:13:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321041</guid>
		<description>Again, everyone...the game is still in development.  The dev has stated in the forums that he will get into putting &quot;spit and polish&quot; into the game&#039;s art design but right now is concentrating on the general game mechanics (controls, level design, interactions, etc.).  There will be boss battles, for instance, but he&#039;s currently designing closed arenas for those battles.  And he&#039;s taking suggestions, btw.</description>
		<content:encoded><![CDATA[<p>Again, everyone...the game is still in development.  The dev has stated in the forums that he will get into putting "spit and polish" into the game's art design but right now is concentrating on the general game mechanics (controls, level design, interactions, etc.).  There will be boss battles, for instance, but he's currently designing closed arenas for those battles.  And he's taking suggestions, btw.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40947</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 19:09:55 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40947</guid>
		<description>Perhaps a small statement of what you did like preceding what you didn&#039;t would&#039;ve &quot;softened&quot; the &quot;blow&quot; of the critique.  It&#039;s not the criticism that I&#039;m opposed to, but rather how it was presented.  While perfectly innocent, jumping right into it made it read more harshly than it was meant.  

I agree that general art direction could use some tightening up.  I will state, however, it looks good for a one man job as is currently, but it does need extra spit and polish.  But that can be added...later.

And &quot;as is currently&quot; is a key phrase here.  This is still very much in development.  The mechanics and general level design of the game haven&#039;t been completely solidified by the dev.  The &quot;getting it out by November&quot; is a projection by the dev, not a hard fast deadline.  He stated &quot;I WANT to get it out by November&quot; not &quot;I MUST/WILL/NEED to get it out by Novemeber&quot;.  

Art direction, while important, does in fact take a backseat to getting the general game design down first (by which I mean control interface, level design, etc.).  Spicing up the art direction is a secondary concern.  Let&#039;s not forget how, say, Nintendo develops games:  levels are laid out, controls and interactions with in game elements hashed out, and THEN when sets are solidified are the things the artists have created added to the mix.</description>
		<content:encoded><![CDATA[<p>Perhaps a small statement of what you did like preceding what you didn't would've "softened" the "blow" of the critique.  It's not the criticism that I'm opposed to, but rather how it was presented.  While perfectly innocent, jumping right into it made it read more harshly than it was meant.  </p>
<p>I agree that general art direction could use some tightening up.  I will state, however, it looks good for a one man job as is currently, but it does need extra spit and polish.  But that can be added...later.</p>
<p>And "as is currently" is a key phrase here.  This is still very much in development.  The mechanics and general level design of the game haven't been completely solidified by the dev.  The "getting it out by November" is a projection by the dev, not a hard fast deadline.  He stated "I WANT to get it out by November" not "I MUST/WILL/NEED to get it out by Novemeber".  </p>
<p>Art direction, while important, does in fact take a backseat to getting the general game design down first (by which I mean control interface, level design, etc.).  Spicing up the art direction is a secondary concern.  Let's not forget how, say, Nintendo develops games:  levels are laid out, controls and interactions with in game elements hashed out, and THEN when sets are solidified are the things the artists have created added to the mix.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321040</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 19:09:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321040</guid>
		<description>Perhaps a small statement of what you did like preceding what you didn&#039;t would&#039;ve &quot;softened&quot; the &quot;blow&quot; of the critique.  It&#039;s not the criticism that I&#039;m opposed to, but rather how it was presented.  While perfectly innocent, jumping right into it made it read more harshly than it was meant.  

I agree that general art direction could use some tightening up.  I will state, however, it looks good for a one man job as is currently, but it does need extra spit and polish.  But that can be added...later.

And &quot;as is currently&quot; is a key phrase here.  This is still very much in development.  The mechanics and general level design of the game haven&#039;t been completely solidified by the dev.  The &quot;getting it out by November&quot; is a projection by the dev, not a hard fast deadline.  He stated &quot;I WANT to get it out by November&quot; not &quot;I MUST/WILL/NEED to get it out by Novemeber&quot;.  

Art direction, while important, does in fact take a backseat to getting the general game design down first (by which I mean control interface, level design, etc.).  Spicing up the art direction is a secondary concern.  Let&#039;s not forget how, say, Nintendo develops games:  levels are laid out, controls and interactions with in game elements hashed out, and THEN when sets are solidified are the things the artists have created added to the mix.</description>
		<content:encoded><![CDATA[<p>Perhaps a small statement of what you did like preceding what you didn't would've "softened" the "blow" of the critique.  It's not the criticism that I'm opposed to, but rather how it was presented.  While perfectly innocent, jumping right into it made it read more harshly than it was meant.  </p>
<p>I agree that general art direction could use some tightening up.  I will state, however, it looks good for a one man job as is currently, but it does need extra spit and polish.  But that can be added...later.</p>
<p>And "as is currently" is a key phrase here.  This is still very much in development.  The mechanics and general level design of the game haven't been completely solidified by the dev.  The "getting it out by November" is a projection by the dev, not a hard fast deadline.  He stated "I WANT to get it out by November" not "I MUST/WILL/NEED to get it out by Novemeber".  </p>
<p>Art direction, while important, does in fact take a backseat to getting the general game design down first (by which I mean control interface, level design, etc.).  Spicing up the art direction is a secondary concern.  Let's not forget how, say, Nintendo develops games:  levels are laid out, controls and interactions with in game elements hashed out, and THEN when sets are solidified are the things the artists have created added to the mix.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40946</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 18:58:10 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40946</guid>
		<description>I can understand that.  However, there are ways to present criticism without it reading so insulting (again, I concede that it may have been an innocent comment...but it did not read so innocent).

For example, when presenting criticism it&#039;s always helpful to affirm or reaffirm what you like about something and THEN state what needs work.  As written, however, it comes off as if GDS just wanted to criticize only, and while, again, it may have been an innocent comment aloud or in the mind, it reads quite differently.</description>
		<content:encoded><![CDATA[<p>I can understand that.  However, there are ways to present criticism without it reading so insulting (again, I concede that it may have been an innocent comment...but it did not read so innocent).</p>
<p>For example, when presenting criticism it's always helpful to affirm or reaffirm what you like about something and THEN state what needs work.  As written, however, it comes off as if GDS just wanted to criticize only, and while, again, it may have been an innocent comment aloud or in the mind, it reads quite differently.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-321039</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 18:58:00 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-321039</guid>
		<description>I can understand that.  However, there are ways to present criticism without it reading so insulting (again, I concede that it may have been an innocent comment...but it did not read so innocent).

For example, when presenting criticism it&#039;s always helpful to affirm or reaffirm what you like about something and THEN state what needs work.  As written, however, it comes off as if GDS just wanted to criticize only, and while, again, it may have been an innocent comment aloud or in the mind, it reads quite differently.</description>
		<content:encoded><![CDATA[<p>I can understand that.  However, there are ways to present criticism without it reading so insulting (again, I concede that it may have been an innocent comment...but it did not read so innocent).</p>
<p>For example, when presenting criticism it's always helpful to affirm or reaffirm what you like about something and THEN state what needs work.  As written, however, it comes off as if GDS just wanted to criticize only, and while, again, it may have been an innocent comment aloud or in the mind, it reads quite differently.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: spiffyone</title>
		<link>http://toucharcade.com/2009/10/27/untitled-metroid-and-megaman-inspired-game-shows-promise/#comment-40944</link>
		<dc:creator>spiffyone</dc:creator>
		<pubDate>Wed, 28 Oct 2009 18:54:35 +0000</pubDate>
		<guid isPermaLink="false">http://toucharcade.com/?p=23648#comment-40944</guid>
		<description>I can understand you meant no harm, GDS, but it wasn&#039;t so much what you stated but rather how it was stated.

Oftentimes what sounds perfectly innocent out loud or in hour minds does not read that way.</description>
		<content:encoded><![CDATA[<p>I can understand you meant no harm, GDS, but it wasn't so much what you stated but rather how it was stated.</p>
<p>Oftentimes what sounds perfectly innocent out loud or in hour minds does not read that way.</p>
]]></content:encoded>
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