Looks more amazing than I thought it would. Even the original trailer looks okay. It would be awesome if you could use the iPhone as a controller for Aralon on the iPad. mi rite? Mabe some day. I liked the town and the npc's just chilling.
Only issue I have with that is using touchscreen controls on the iPhone while looking elsewhere (at the iPad).
I wish I could say I was surprised by the dollar squad chiming in and causing a minor brouhaha ... but I'm not. This looks freaking epic, and I'll absolutely have $10 earmarked for it. I don't know if this has been answered, but will it it universal?
That's the only thing I can't get used to in touch screen gaming. I always have to look at the buttons. And that iPad is hard for me to grip when I'm playing games on it. I wish someone would develope a button controller for it that plugs into the charger as an alternative control option. That would be sweeeeeeeeeeeeeeeeeeeet. Or just a wireless one for the ipad. mi rite.
You might be able to use vibration or sound to signal to the user when his hands are placed (in)correctly.
I saw the new trailer first and thought it was super great and awesome. Then I saw the old trailer and laughed my head off. What an amazing game, but anyways, does anyone know how close this is to finished?
We certainly aren't getting one from Apple for a while, that's for sure. I do remember seeing a lot of prototype controllers for the iPhone months ago but all that has died off.
This flame war is pointless. $10 is the Appstore ceiling, with the vast majority of successful games ranging between .99c and 4.99. Few games sell for 9.99. And virtually no games not published by EA or Gameloft has ever found significant success at 6.99 or above. Certainly no Indie games has ever sold at that price. I can think of GTA:CTW and COD:WaW Zombies as the only games not developed by Gameloft or EA that actually succeeded at the high-end price range. This game will not sell particularly well if it is priced at anything above 4.99. Does it DESERVE to sell above that price? Of course it does. It probably deserves to sell at 19.99, or maybe ever 29.99. But it doesn't matter what it deserves. It is what it is. You will get this game at $5 or less. I'm sure a decent portion of people will get this game for .99c. It's perposterious to think that a game of this caliber could end up selling for .99c, but that is the reality of the situation. I will buy it the day it comes out for whatever the dev charges, but I think CM is making a huge mistake here, because their ambition, while admirable, will never overcome the spoiled, cheap, bratty, self-entitled, stubborn, delusional and unreasonable nature of iDevice owners. Nothing will overcome it. This the one and only thing that will always, and I mean always, hold back iOS advancement. The iPhone will never truly compete with Sony and Nintendo as a "hardcore" gaming device, and we will never see a flood of fully-developed, full-featured, AAA franchise titles coming from established multi-console devs, all because iDevice owners are unconsistantly unwilling to submit a pricing structure that is competitive within the multi-console gaming industry.
How can $10 be the ceiling, when Chaos Rings is already $15.99, Civilization Revolution is $12.99, etc.? The iOS platform (of which iPhone is a minority and declining fraction of devices) is not only already competing, it's already winning. This is ridiculous. It's not even true, and even if it were true it certainly couldn't be the "one thing", because it's the structure of the App Store that drives discounting, sales, giveaways, etc. Change the marketing and the price structure would be completely different.
A game on DS for $29.99 Vs. Same game on iPhone $9.99 Simple economics--------I bet that only a few select, hardcore gamers will pay $29.99, and the patient ones will wait for a used copy. The iPhone pricing almost guarantees more sales, instant over-the-air impulse sales. Easier access to purchase Cheap price Larger customer market = more $$$$$$$$$$$$$$$ Just recently, the developer of okamiden for DS got flooded with thousands of e-mails begging them to bring it to the iPhone. How many iPhone developers get begged to do DS games? How many people would buy "doodle jump" for $5.99? NOT ME! Or how many people would buy a $1 banana-split at sonic's drive-in if they were actually 4.99? Cheap games on the app store is what keeps alive.
enough bitching about price. pay it or don't play it, but quit insulting the people who've put some serious work and time together so you can play something involving and enjoyable at a high quality. Have some feckin respect.
Yeah, that's why Apple is making more profits than Nokia, even though it sells a fraction of the units they sell. It's all about marketing strategy, not price. That applies to phone as well as games like Aralon.
their "generic" brand does, like all other supermarkets, but their name brand goods are quality. like aralon is quality. speaking of which lets quit with walmart and stay on topic to the thread
I swear some of you people are insane, or truly don't know what you are talking about. First of all, you guys are seriously exaggerating the "cheapness" of Walmart. If Walmart heard of the ridiculous degree you're thinking of, they'd laugh their ass off. You know there's more to Walmart's success than simply making everything literally rock bottom cheap, right? Big box stores are Best Buy and Walmart have their items cheap, but only enough to cover their overhead and projected profits. Big business operate on the premise of drawing customers in with certain items drawing attention to the rest when the customer is in the aisles. They have rotating sales on a small, select batch of items per week. They do not have everything as a firesale. Moreover, each sale is carefully selected. For example, when you go into Best Buy and purchase a computer, you know how much BBY actually makes on it? Very little. That's because big box stores sell their main items barely above what they paid the manufacturer. They do this because unlike Mom and Pop stores, they can afford to buy a crapload of accessories at a time AND have the shelf space for them, and it's that what they make their profit off of. Best Buy may make $0 - $50 on a new laptop but those those gold HD cables you bought for $99? They make between $60 to $80. You can test this simply by making a friend with a Walmart/ Best Buy employee, and asking him to show you the employee discount for a laptop or TV, vs a stack of CD or HD cables. It's COST + 5% That's why the customer service agents are instructed to keep asking you if you want any accessories. Believe it or not, if a sales rep sells 5 $1000 laptops in a shift for a couple days but has no attached accessories and services, they are going to a stern talking to from the manager, because they sold a lot without making actual profit. Yes, Walmart has stuff cheaper than your average Mom and Pop store, but not dramatically cheap as you guys expect Appstore devs to be. Walmart will not sell Gears of War 3 for $20 when Best Buy is selling for $60. If Walmart and Best Buy has a sale in their Sunday ad, iPod Touches are selling for $5 - $15 cheaper, not dropping them to $50. Any dramatic sale is reserved for a select accessory, or old stock that has to be gotten rid of to be replaced with a fresh item on the shelf space. So get some perspective when you say "Walmart sells for dirt cheap". It's in comparison to Mom and Pop stores, and certainly with a lot of nuance. You mean like Pheonix Wright games? Do you honestly believe they make more money on the iPhone than the DS because it's cheaper in the Appstore? And you have to remember that for the DS, $29.99 is pretty much impulse relative to that platform, ask those parents who bought New Super Mario Bros. And Nintendo also wins by still making enough profit. Nintendo releasing it for $9.99 would have a lot of impulse buyers but not enough to bring in a profit. You'd by saying the 4 million that bought NSMB would automatically be over 12 million at $10, which is a very silly thought. No it doesn't. You're incorrectly taking this naive assumption of sales: 5 customer x $10000 statue = $50,000 50 customers x $1000 statue = $50,000 500 customers x $100 statue = $50,000 And further assuming it'll magically work like this: 5 customer x $10000 statue = $50,000 50 customers x $1000 statue = $50,000 550 customers x $100 statue = $55,000 7000 customer x $10 statue = $70,000 150000 customers x $1 statue = $150,000 OMG wtf! ... except if you ask hustlers downtown (e.g. Manhatten island ), they don't magically make a lot of money by selling things cheap. They still have to pay someone to make the statues, pay the light bill of the factory they make it in, pay the rent, etc. Now ask them to make an even more expensive statue and sell it for the same price. That's a lot to ask of someone. Now apply this to the Appstore where outside of the top 200, a lot of the cheap apps merely break even because of the utter glut of other devs selling the same thing (a cheap quick app). The DS is an established seller over the last 6 years. The developers of Okamiden have had a pedigree of nearly a decade.. Their followers have followed team members through the breakup of Clover. Of course they have a following to pester them to bring the game to different hardware. The Appstore is only 2 years old, with relatively few developers having enough top profile games to warrant a following. What does that have to do with pricing anyway? Oh wait.. Of course Doodle Jump wouldn't sell for $5.99, because that exceeds the upper scale of what a quick pick me up app would go for. On the other hand if Doodle Jump could have sold for a penny, it would get a bunch of sales, but wouldn't be profitable ultimately in the end, because that price exceeds the LOWER scale of what a quick pick me up game should draw. It wouldn't make back development costs. And all this is for the absolute top sellers. With Blue Hole 3D's current performance in the Appstore it would make more money sold on the DS for $15 in Best Buy. Everything is relative. Yes the vast majority of games currently selling are between $1 and $10, because most of those games aren't as ambitious in scale and effort. So for upcoming games that are premium quality and approach the level of comparable markets like the Nintendo DS, XBLA and PSN, why should they then stay within the $10 limit? How does that make sense? More effort, higher initial costs, charge the same price? Especially when you're a small team and not a big company like Gameloft that can offset more overhead costs? Use common sense: if it were so easy to make money simply by dropping your prices lower than that of sno-cones, everyone would be rich. Of course that doesn't happen, cause a lot of people would be out of business. Please refrain from opening any businesses soon.
Don't let this thread scare you devs. Just price the game where you see fit and we will buy. We are grateful for your honesty , and for keeping us all informed over these past months. The trailer was great. The game looks amazing. You guys must be proud of what you're producing here. Simply put, thank you and wonderful job!
Who are you talking about? I don't think anyone's done anything like that in this thread. Could you quote the "insults" you're referring to? The only insults I've seen are the name-calling directed at people who think some people have more disposable income than others.
+1 How did this thread become so hostile? Let's just keep it related to the game itself, not about the pricing.
Hello? Am I still in the Aralon thread? Can some mod moove all of those posts to some new thread? I think that would be good for everyone.