Just tested this on my jailbroken iPhone 6 [iOS 8.3];
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POSTED - December 9th
EDITED - December 30th
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1. Toggling the graphical option for tilesets on and off doesn’t do anything, nor does changing the tilesets themselves. You’re stuck with the same tileset no matter what you do, and as much as I’ve waited for this port I won’t be playing it if the default ASCII tileset isn’t supported. The screenshots show different tilesets in use but, like I said, none of them actually work.
- There are a few little bugs with the screen such as the ones that appear after using the inventory screen or closing and (S)aving the game with graphical tiles enabled.
Nothing too bad though.
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The gestures are brilliant, but the right side of the UI isn’t very useful at all. The X and V buttons are essentially useless from a gameplay standpoint, and “go up/down stairs” are very far from being the commands I’d use the most while playing. How about changing the right-to-left gesture from the (V) menu to, say, (i)nventory? Adding the (V) menu, or the (e)xamine command, or the other e(x)amine command as one of the buttons? Add a button to toggle the crafting menu or the construction menu?
There are far better commands you could use on these 4 buttons. I’m not asking to add more of them, as it would probably clutter the screen, just change the existing ones.
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You should be able to access the options menu in-game. Since my keyboard doesn’t have an Escape key, Options are accessible with ? => 2, but how about adding a “pause menu” button (which functions similarly to the Esc menu) at the top right corner of the screen? Make it tiny, but still noticeable. Have it contain the options, the autopick rules, the nice playing instructions you wrote and the default FAQ found in the PC version of the game.
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Using the locked keyboard mode blocks the moving pad, forcing you to use the actual keyboard for movement. Now, personally, I got used to moving with the numpad, and the numbers being displayed by order don’t help much at all. I think an easy solution is to just move the pad up when the locked keyboard is activated so you can still use it in combination with the keyboard. The other thing is to create your own, custom keyboard UI(?) and set custom buttons that will have set commands so you have to use the actual keyboard less.
Here’s (a part of) the custom keyboard Prompt uses, which I have actually used to play roguelikes on my phone via SSH in the past. Note the new “quick access” buttons at the top of the keyboard.
This would make playing with a virtual keyboard MUCH more convenient.
Congratulations on your release. It’s a good start, but far from properly playable in this early state and I’m just an idiot. Would love to see the stuff I mentioned get fixed further updates to newer experimental versions.