Inexcusably poor design decisions.
Update: the framerate is vastly improved and the controls are definitely improved. Graphically, the textures are muddy and ugly at times.
Poor Gameplay design is the main issue though. If you run out of the set amount of ammo you start the level with, you die. There are no ammo pickups, no melée attacks, and no checkpoints. Running out of ammo means automatically restarting the entire level. Lamesauce.
If an enemy touches you, you die automatically. Instant one-touch kill. Whats up with that?
These are some really poor design decisions. Do the devs realize that idevices are for casual gamers and that hardcore gamers tend to own other systems instead?
A casual gamer cannot possibly enjoy this game and casual gamers constitute the bulk of the idevices base.
Im not a casual gamer as a whole, but with so many competing choices on the app store, its hard not to be a casual iPhone gamer. There are 1000s of games to choose from. A game has to be better than is in order to seperate itself from the masses.
With more polish and refined design, this game could 3x as much and still sell. Thats the good news, if youre the dev.
Dumas1000 about
Dark Hill