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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