I like the other brothers , but

On my iPad mini its kinda annoying that the d-pad keeps moving .

Aside from that , its a fantastic game , for 1.99 I didn’t even think about it( first thing I downloaded FYI !)

1.1 is out now :slight_smile: fixes all that and adds iCade support :slight_smile:
It’s been out since early this afternoon so feel free to update.

Looks like its featured on the front page, I didnt even know it was out, going to pick it up now.

Thanks guys! Please rate it 10 stars on the Appstore*

*Or half of 10 stars! so if you didn’t like it, 5 stars will do… :smile:

Thanks Hippo, I can actually play it now !

It looks like at least some of the newer reviews from big gaming sites are positive now that the controls have been fixed, although one guy complained that he didn’t like it because if he died too many times, he had to start over. He’s apparently never played classic games where death actually meant something and so you needed skills. Back in olden times when I was growing up in the Dark Ages, video games were a lot tougher and gamers were a lot tougher. Like pioneers learning to survive in the wilderness, death was frequent; you needed months of training to learn how to play a game well; and if you didn’t kill enough bad guys then you simply didn’t eat for that day. But these soft modern games are creating soft players and hence soft citizens, which is how civilizations gradually collapse, gentlemen. Look at what history teaches us about the fall of the Roman Empire.
Anyway, I thought it was kind of silly that this guy expected he could die an infinite number of times without any penalty at all.

Gotta grab a copy of it for the sake of support. :roll_eyes:

Gotta support a brodev. Let’s just buy each other’s junk for eternity. Time for me to do the same :slight_smile:

There’s tonnes who can’t work out why the controls are bad in 1.1. I should include a tutorial with the game which explains what Options mean, and how to find them. When they find the options, an achievement should be earned. I could include iAP for the achievement, so they can skip pressing any buttons at all, and it just plays for them.

Laughs aside, the design of The Other Brothers isn’t just down to me - it’s also by Bjorn Hurri and Thomas Pasieka, so all the bad bits are Thomas’s FAULT. I’m just joking though (don’t hurt me, Tom). So rise or fall, the game is a combined team effort :slight_smile:

It is doing well now. It’s a shame metacritic only scored version 1.0 instead of 1.1.

Yeh, ^^
As for the douchebags, you probably want to explicit tell “gamers” that there’s a difficulty mode (which is gazillions times harder). So they will chose the “noob mode” to play instead of messing out with old school difficulty modes. :roll_eyes:
Keep pushing it hard! Good luck!

I’m reminded of one guy who I used to know who was constitutionally incapable of figuring out that when a game screen says: “Press Spacebar To Continue”, that means you’re supposed to press the spacebar to continue. He would stare at the screen and wait for the game to proceed on its own until someone verbally told him to “press the spacebar”. This routine had to be repeated each time, month after month.
I suppose “The Other Brothers” would do better if you redesigned it so that the damsel-in-distress rescues herself after the bad guys kill each other.
But more seriously: what IS behind the trend of making games almost pathetically easy? Whenever I’ve watched other people playing “Assassin’s Creed” via the Onlive Network (which has a spectator mode that allows you to watch other people playing), every time a player is attacked there’s always exactly four bad guys surrounding him but only one of them fights at a time, in order to make it easy to kill each one in turn. The other three patiently wait until the first one is killed, then the second one goes into motion while the remaining two wait their turn, and so on. I’ve literally never seen any player lose a battle in that game, not even once.

Just out of curiosity why not export to Android as well? Is there a piracy concern, like that infinity blade game?

It’s either devs running out of options how to actually make multiple combat work effectively, or more likely they made it turn based for a more cinematic feel. Only Jackie chan seems to have tonnes of enemies on him at once. That changes things a lot…

But more realistically I think what we’re doing is heading back to quick time events at this rate. It essentially is QTE, and plays not much differently conceptually, to the first CD rom games with tonnes of FMV.

Perhaps interactive movies are what the masses desire? On the flip side of the coin, you’ve got dark souls, which is a proper man’s game :slight_smile:

Piracy isn’t much of a concern. It’s essentially my call here because I worked out that for every proper update with content (its episodic), it will take at minimum 1 week of testing, tweaking, polish etc of the levels and so forth. So across 5 platforms that’s a month wasted just deploying each episode. Including launch, thats 3 months wasted doing polished (and hopefully) bug-free ports. You can’t just port and say “oh i’ll fix it in 5 mins” - that is amateur hour and doesn’t win you long term fans.

You need to have a set standard of quality, and releases don’t want people bitching about falling through a dodgy collider, or that it didn’t work right on his weird triangle android screen. It’s got to work really well across everything it’s deployed on.

I made a boo boo with controllers (It wasn’t just my boo boo but that’s not the point) - it goes to show how the little things can seriously spoil the party. Therefore I am not blowing 3 months on launching on different devices in episodic format, but will completely finish the app on iOS before the porting begins.

Ensuring stability, polish and quality is essential for vita or other platforms, and android is no less worthy. It’s the customer, or gamer’s experience that counts. Being the only guy responsible for deployment and code and a lot of other jobs, it’s very time consuming.

Great point about it being polished and good before porting it. You see a lot of games(myself included) that just took there version of the game and clicked on the different platforms to build to and didn’t spend the time and effort trying to get it to work 100% on all platforms. Making it right on one and then porting it later on will definity give you more fans since more each person will feel the level of quality in each setting. I know your pain on being the only one coding the game and when the other team members want a certain feature or effect your like for that one little extra thing it’s going to take a week to get it in because of the testing and most likely breaks old parts of the game then you have to fix that part.

I have to wonder if its not about the animation, easier to handle 1 to 1 character animation then if you got a whole bunch of people interacting, look at mortal kombat where its costs $1 million per character.

When is the Windows version coming out hippo?