I'm pleased to here of the horizontal and review fixes, sinse that was
personally always my issue with the game that I had no way of telling what
was on the nearby stacks and thus always seemed to be just chucking one coin
at another matching one or finding a place to stick random coins if I
couldn't find one.
I look forward to the windows version sinse that sounds far more the tetris
type game I imagined from the description than just a random action
scramble.
All the best,
Dark.
----- Original Message -----
From: "Draconis Entertainment" <[email protected]>
To: "Gamers Discussion list" <[email protected]>
Sent: Thursday, December 13, 2012 2:34 PM
Subject: Re: [Audyssey] Change Reaction thoughts
There are much more frequent bombs in the LooseChange game by design.
Thanks for the Pause game bug. We have an update being submitted to Apple
today and will try to sneak this fix in before it goes out.
I did want to point out that, while the game mechanics of Classic are the
same, a lot of the feedback has changed, for anyone interested. We've made
the pitch of the coins on the board change to indicate the height of the
stacks. There is a horizontal trigger sound to let you know when a
horizontal match is available, and the review mode is much faster and more
fluid to use effectively than it ever was in the original…among other
changes.
HTH.
On Dec 13, 2012, at 7:56 AM, Karl Belanger <[email protected]>
wrote:
Hi all,
I bought change reaction and have been playing it quite a bit. Here are my
thoughts:
Classic: If you've played the windows game before, review the keyboard
commands in the instructions and dive right in. It's the exact same game.
A few keys have been reassigned, but that's about it.
Loose Change: This one's just like classic with one big exception. When a
bomb appears, if you do not play the proper coin on it in time, or if you
play another coin, the bomb will scatter all the coins in that stack
across the top of the other stacks, leaving that one empty. It's a lot of
fun and can get really crazy. There's one thing that I'm not sure if it's
a bug or a feature. For a large portion of the game, more than half, there
is a bomb on the screen just about constantly.
Payday: This one's quite different. You only have five stacks to work
with, and only one coin in each. The objective here is to build up large
stacks of coins, then blow them up, while trying *not* to clear the board.
If you clear 40 coins in unique positions on the grid, you get two more
stacks which each fount double. The idea is that each stack represents a
work day and each position in that stack represents an hour in that day.
The two stacks you get later are the weekend days. This is probably my
favorite mode in the game.
Lastly, I did find one bug. It is possible to pause the game during the
level introduction announcements. However, when you resume, the timer is
set to 0 and the game ends immediately.
As to the discussion of a demo version, I think one would be a good idea
to allow people who aren't used to this type of game to give it a try. One
wayy Draconis could do this is to release a separate "light" version on
the app store, which would be restricted. The second, and I think better,
way they could release a demo is to have one app in the store that is
available for free, and would only have the demo until the full game is
unlocked via an in-app purchase.
For anyone who has access to a mac, and found the windows version even
mildly interesting, I highly recommend it. If you've never tried the
windows version or don't have access to a PC, I recommend Change Reaction
if you like games that force you to think strategically under pressure.
Karl
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