Hi David,
Excellent. I have been playing this game since the ios release and love it. I 
only use one finger to play the game.
Regards,
David
> On 12 Sep 2019, at 1:13 am, myTrueSound <infomytrueso...@gmail.com> wrote:
> 
> Hi Christopher and all fellows
> Yes, the speed at which the supergauge fill depends on do you make errors or 
> not.
> But I don't understand about the double tap controls, neither the need to use 
> two fingers to swipe. One swipe with one finger to cast the spell, and 
> another swipe with the same finger to through the spell towards the enemy. 
> I'm very confuse now.
> 
> Anyhow, I'm very glad you liked the game.
> We were talking today about how to give you still more surprises, and 
> actually we have a couple of good ideas. If people supports this game, this 
> game will grow still further and better.
> 
> Regards
> david
> 
>> On Wed, 11 Sep 2019 at 15:30, Christopher Bartlett 
>> <atouchofrevere...@gmail.com> wrote:
>> I've hit a wall at level 15.  (mild spoilers here)  I can't figure out how 
>> to deal with the multiple spell counters required after a certain point in 
>> the level.  Super mode is cool, and works, but doesn't last long enough for 
>> me to get through the double spells necessary.
>> Some other non-spoilery content: for me, the controls aren't always 
>> consistent.  Just double-tapping buttons doesn't always work, and the 
>> control paradigm of having to use two fingers to swipe and double tap 
>> controls was not obvious at first.  I very nearly threw the game away before 
>> figuring out that I needed to use two fingers.  Something in the 
>> documentation might make that clearer.  Perhaps this is an IOS convention 
>> that I as an Android user didn't know about.
>> Question: is the rate at which the supergauge fills affected by the number 
>> of spells you cast?  I have noticed (I think) that if I screw up a spell, 
>> (choose the incorrect element, or aim wrong) that the superguage doesn't 
>> recharge as quickly.  Is this a correct assumption??
>> It is bloody addictive.
>> 
>> Chris Bartlett
>> 
>> 
>>> On Wed, Sep 11, 2019 at 5:32 AM Ian McNamara <ianmcnamar...@gmail.com> 
>>> wrote:
>>> I really like the game, it is easy to learn but very challenging. I am 
>>> currently stuck on the level where the controls change. Really impressed 
>>> with the game though and the story is funny to.
>>> 
>>> Best wishes.
>>> 
>>> Ian mcnamara. 
>>> 
>>> 
>>> 
>>> 
>>>> On 11 Sep 2019, at 11:08, myTrueSound <infomytrueso...@gmail.com> wrote:
>>>> 
>>>> Good question Lori. 
>>>> In the game, enemies are approaching to you and the sound they make will 
>>>> tell you what type of enemy it is, and what direction is approaching. And 
>>>> this was the initial phase of the game design. We ensured that the game 
>>>> was playable just by listening.
>>>> However, many players have been saying that they wanted to play the same 
>>>> games than their friends played, so we added visuals. In other words, the 
>>>> game includes visuals because we wanted that sighted people would be also 
>>>> interested about audiogames. So we did add the visuals, but we used a 
>>>> similar approach as in FEER, where the environment is quite foggy and 
>>>> dark, so the enemy reveals itself visually once it is quite close to you. 
>>>> So basically, and at least in the first 15 levels, it is possible to 
>>>> destroy the enemies before they actually become visible. As their speed 
>>>> increases, visual cue can be an advantage, but not so much I think. The 
>>>> best is to kill the enemy as soon as you identify them by the sound. 
>>>> Visually, they all look the same but they have different colors. I think 
>>>> the game balances quite well both visual and audible inputs. I have played 
>>>> the game blindfolded, and I enjoyed quite a lot playing it like that.
>>>> 
>>>> If this game sells, and I am able to pay to salaries of the programmers 
>>>> for another period of time, we would like to make the multiplayer mode, 
>>>> were blind and sighted players fight against each other with equal winning 
>>>> possibilities. And sure the multiplayer game will be more than just a 
>>>> fighting game, so it should include strategy and things to consider before 
>>>> starting the fight. However, we are still far from that since we need 
>>>> first to really find out if there is a market for this type of games or we 
>>>> should stop. Other way around, if you liked this game, please, tell about 
>>>> it to your friends, all of them. That will help us a lot to continue 
>>>> working in this type of games.
>>>> 
>>>> Once more, thanks Lori for the question
>>>> 
>>>> 
>>>> 
>>>> 
>>>>> On Wed, 11 Sep 2019 at 01:26, lori duncan <lori.dunca...@gmail.com> wrote:
>>>>> Wow, this looks really cool, always asuming I can remember the right 
>>>>> sequence under pressure.  :)  Could  someone perhaps enlighten me as to 
>>>>> what the visuals are like in the game?  I'm just wondering if it gives 
>>>>> the sighted player any advantages over us blind players, or if the 
>>>>> graphics are more like scenery.
>>>>> 
>>>>> Thanks from Lori.
>>>>> 
>>>>>> On 10/09/2019 16:57, myTrueSound wrote:
>>>>>> Hello everyone!
>>>>>> 
>>>>>> We're glad to finally announce that AudioWizards is now available for 
>>>>>> Android and iOS. It has taken some time, but here it is.
>>>>>> You can get it by following this link if you use an Android device:
>>>>>> 
>>>>>> https://play.google.com/store/apps/details?id=com.myTrueSound.AudioWizards
>>>>>> 
>>>>>> Or following this other link if you prefer to play on your iPhone or iOS 
>>>>>> device:
>>>>>> 
>>>>>> https://apps.apple.com/us/app/audiowizards/id1475627591
>>>>>> 
>>>>>> The game has received pretty good reviews, and it has been rated as 
>>>>>> fully accessible in AppleVis. It is so, that the game was designed first 
>>>>>> as an audiogame, so we could be sure it was playable using sound as main 
>>>>>> sound mechanics. This after, we added some simple but actually quite 
>>>>>> nice looking visuals, so also sighted people could play it. We really 
>>>>>> believe that playing videogames should be a universal right, and that 
>>>>>> everybody should be able to play and to talk about the same game 
>>>>>> independently of the eye condition.
>>>>>> 
>>>>>> In this first game, AudioWizards, there have been involved 50 blind 
>>>>>> persons from all around the world. Nine composed the music, one designed 
>>>>>> part of the special sound effects, one was voice actor, and four were 
>>>>>> beta-testers since the first version. All of them have received an 
>>>>>> economic compensation for their work and effort. The rest of those 
>>>>>> friends helped us selflessly, and so we send our best regards once more 
>>>>>> to all of them. In addition, in these two years we have received a lot 
>>>>>> of support and very kind words, especially in the audiogame forums, and 
>>>>>> so we have enough proof that I have to keep working in what we believe 
>>>>>> we have to. Our goal is not only to provide you with fantastic games, 
>>>>>> but               also proof that there are a lot of talented blind 
>>>>>> people who could work in the gaming or audiovisual industries as sound 
>>>>>> technicians, musicians, producers, mixers and sound developers, but also 
>>>>>> as programmers, data analyst, marketing staff, game designers, 
>>>>>> scriptwriters, translators, voice actors, etc etc.
>>>>>> 
>>>>>> If you are not sure if this game is for you or not, we have prepared a 
>>>>>> bunch of videos in our Youtube channel, so you can check the game and 
>>>>>> its quality before you buy it. For instance, there is a trailer with 
>>>>>> audio description, and a How to Play video. Here those two links
>>>>>> 
>>>>>> https://youtu.be/PODJ6XMg3Mc
>>>>>> 
>>>>>> https://youtu.be/7ejW3U1W11I
>>>>>> 
>>>>>> One more thing. If you like the game, please, share your enthusiasm with 
>>>>>> your               friends. That will help us like a lot!
>>>>>> 
>>>>>> Regards,
>>>>>> myTrueSound and the AudioWizards Dev Team
>>>>>> 
>> 
> 
> 

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