Just about to say the update is live, but looks like I was beaten to the "PUNCH". Hehe. I crack myself up.
This update that hit is the first update, we submitted it over a week ago now. Anything we talked about in this thread would be a second update thing. We're really considering increasing prices for the later items, yeah. If the players are telling you your free game is TOO GENEROUS, then something is wrong.
We *ARE* adding a coin doubler, but this update you guys are now getting was submitted while PUNCH QUEST was still in approval. It's sort of the update that gets it to where we originally wanted it, fixes some stuff, adds iCloud, etc.
Just add the coin doubler for $2 and see your income increase over 9000. No need to increase price for later items, try first on put the coin doubler in the store and see what happens (I think a lot of people are going to buy it! We really like to have double coins! )
Are you going to change the price of the hat re-rolls? I'd suggest bumping up the mission skip items if nothing else, they're a bit too cheap at the moment. I'm totally on board with a PUNCHO Doubler-O, but maybe it should be a bit more than just $1.99.
Thank you for the speed adjustment! The pace of the game is MUCH more enjoyable, and it just flows a lot better, easier to keep combos going, easier to control my speed. Overall, improves my overall feeling of quality by an even higher amount than it already is THANK YOU! Here's another vote for a coin doubler! I think 1.99 is a good price, and I just wanna keep rerolling top tier hats to get my fav level 1 powers! EDIT: Thank you for letting us buy the soundtrack for the price we chose. I paid what I could afford, and I'm listening to it right now! This music is fascinating!
Hi Kepa and Madgarden, First if all, thanks so much for the update! Can you tell me what syncs with iCloud? Since coins and punchos don't? My totals don't seem to be syncing and neither do my quests. So is it just loot? Thanks!
I just want the dev to make money, I'd like for them to stay in business and continue to make games of this quality.
JEEZ NO NEED TO GLOAT! just kidding, nice job . I agree with what someone said to you on twitter, Kepa, that you should be able to unlock the later items without unlocking the earlier items, but just by making them a lot more expensive to offset the cost (so just add 3000 to something that requires 3 unlocks at 1000 each, or something along those lines). Also, what about a $0.99 Punchos option? There are probably some folks who would do that, but would never do the $1.99 option or above. Also, I don't think you necessarily need a bigger "GET" button for the IAP, but you should make it stand out - animate it a little bit. have the colors shift, make it bounce around, make it grab the users attention. Another idea is to provide a timed benefit that runs out (equivalent to the 1-month XP boost found in some F2P PC games). For example, maybe increase coin output by 50% for a week when a user purchases IAP. They could get a permanent 100% increase with an IAP option, which would include the temporary 50% boost that is automatically given to IAP purchasers, so for a week those users would actually be getting a 150% increase in punchos.
Absolutely terrifying backstory cinematic. I had my doubts as to the heroic qualities of the punch guys before, and know I know for certain that they are up to anything but good For a suggestion NOT related to pricing, IAP and punchos, I'd like the Scores table after missions to display the highest combo of GC friends, in addition to highest score. Something I'd like to see even more, is additional incentive for friendly competition. In distance-based runners, this is achieved through markers along the way, showing where friends have fallen (Jetpack Joyride and Subway Surfers are two great examples), plus perhaps a post-run report of friendly distance records recently beaten and next in line. In score-based games with levels (iBlast Moki 2 comes to mind), this can instead be achieved with a quick scoreboard after each level, displaying the players closest below and above your own maximum score for that level. Either way, for me (and perhaps others as well), such mechanisms do a lot to encourage leaderboard competitiveness, and give additional incentive to play just one more time, to try to surpass that one friend who's score keeps eluding your little punch dude... (which in turn leads to more playtime -> ? -> profit for devs ) With Punch Quest being based on score and combos, I'm not quite sure how to implement roadside markers of the progress of friends. Perhaps small (and not very immersive) notifications whenever you outscore or out-combo a friend, in the same style as quest notifications. Post-battle reports would be as easy as squeezing in a small version of the Scores table in the Stats page that is displayed after each run, with some small animation to show the friends the player passed by during that particular run, and who hold the next record in line. But with the Scores table so easily accessible after each run, perhaps this is overkill and a waste of good coding. I'd still like an in-yer-face reminder of the next combo and score records above my own, though, and in-run notifications of players passed will not quite do that... As do I. It's possible that a paywall might have the opposite effect, though. Let's hope the coin doubler and raised loot prices do the trick
Love the game guys! I haven't been this addicted to something since the original Hook Champ. One thing I was a little disappointed to find missing in this update is quest uploads to iCloud. I'm super thankful the moves now sync. If the exclusion of quests was a design choice feel free to say so and I'll shut up.
Yeah, quests, consumable items etc. may vary from device to device (especially if different owners), while unlocks are much more predictable, so figured it best to play it safe. May consider expanding this down the road.
Yeah, design choice. Same with Gnome levels, coins, and boosts. Mostly because it's a complete nightmare to do this right. Tons and tons of weird fringe cases to handle, just totally not worth it at all. We'll probably tweak some prices up in the second update. I think hat rerolls will stay the same price. Gnome bribery, armor hearts, and enter the fray are going up some. The later abilities and upgrades (the ones with no quests that go with them) will probably go up by a bit, not sure how much yet. Consider the old prices a release day sale that went on for a couple weeks. Coin doubler will most likely be $3, and double the coins you get from monsters, chests, and sacks. We're also going to add some IAP only hats... still trying to figure out the price on this. 3 packs of hats/hair for $5 each? One megapack worth $15? Will get a screenshot preview of them posted when they're in the game.
I found a pretty random bug to do with quests: If you get a new quest relating to the counter on a quest in-progress, the counter will reset on the first. As an example, I had "Use 5 SUPER moves" with 3/5 complete. After finishing another quest, "Use 10 SUPER moves" came up, and reset the first counter to 0/5. Happened with a torch quest as well before, but I didn't pay much attention to it that time.