
Unpossible
iPad / Jeux
Unpossible will test your skills, your reflexes, and even your memory. It will make you smile. It will probably make you scream. You will die often and it will always be your fault. Fight to learn the obstacles…they already know how to fight you. Relentless. Thrilling. Unpossible!
"Best New Games" - Apple
"App Pick of the Week...An unpossibly entertaining twitch game" - Starbucks
"Editors Choice - Unpossible is a wonderful example of its genre and is a must-buy." - 148 Apps
"Game of the Week" - TouchArcade
"Unpossible will be your next twitch game obsession...Playing Unpossible is a total rush." - TouchArcade
"Whoa. Whhoooooaaaaa!" - Jared Nelson, TouchArcade
"A menacingly tough twitch runner, Unpossible is a highly polished, highly enjoyable addition to the genre" - Pocket Gamer
"Super Highly Recommended! - 5 stars" - The Chatroom
"Unpossible is unpossibly brilliant" - Sirloin Apple
"Wenn man anfängt zu überlegen, hat man schon längst verloren" - AppGefahren.de
"Sin duda este juego es excelente, mostrando buenos gráficos, buena jugabilidad y una excelente dificultad." - Apple5x1.es
Unpossible is played with easy to learn controls with options for touch, tilt and external controllers. Each control scheme is designed so the controls get out of your way. You'll feel at one with the game.
Gameplay levels:
Simplicity: Super approachable introduction to the Unpossible world. Hone your skills here. Last 60 seconds in Simplicity to unlock Futile and Daily Futile.
Futile: Where most people will spend their time. Faster than Simplicity, Futile will find your weakness and make you conquer it. Survive for 60 seconds in Futile to unlock Ultra and Daily Ultra.
Ultra: It's Ultra Unpossible. This is the pinnacle of Unpossible. The obstacles spin, the sequences you learned before will need to be unlearned. You will be challenged all the way to your soul. Ultra is hardcore. Masocore even. Only the strongest will make it through Ultra.
Daily gameplay levels:
Daily Simplicity, Daily Futile and Daily Ultra. If you like to practice the same level, these levels are for you. These levels are the same difficulty as their namesakes except the levels stay the same for a full day. There are also special achievements for the daily levels - beat them every day to find out!
Special mode:
Cruise: This is the zen level. You can’t die. Practice your turns if you’d like or hang your device on a wall to make a live-action art piece. It’s chill.
The Unpossible hand-picked, award-winning development team:
Game design & programming: Bryan Duke, Acceleroto
CFO: Tanya Duke, Acceleroto
Art director: Michael Heald, Fully Illustrated
Artist: Mike Berg, We Heart Games
Composer/musician: Mark Cook
Sound effects: Matt Piersall, Gl33k
Quoi de neuf dans la dernière version ?
ULTRA UNPOSSIBLE UPDATE!!
- Improved a shiny graphics shader to look better and clean some cobwebs.
- Cut loose some old explosion effect code that was being fussy.
- Player camera tweaks.
- Cleaned out remnants of the long-gone video streaming service in Unpossible 1.0.
- Fine tooth combed the controls popup to make sure it pops up and controls the controls.
- Kicked the Last Game slider menu thing to be in the right place on iPads.
- Removed the game engine analytics.
- Bumped the min iOS version. Sorry, old devices. It wasn't you, it was me.
- Wiped some In App Purchase code since we’re not here for that.
- Hunted/found some unhelpful debug logging.
- Polished the double swipe to close vs inviso home button code. You can now single-swipe to close Unpossible. This is the way.
- Gutted all the Facebook & Twitter integration code, buttons, flashy things, etc.
- Reworked the splash screen logic to...look exactly the same as it previously was.
- Fixed GameCenter Challenges. So, whenever you finish a rockin' game, hit that Challenge Friends button & throw down the gauntlet!
- Made the player death explosion much more initially orange then passing through purple with a glowy lightning-filled blast bubble then explodiness into a nice blue...so you are really sure to know when you died.
- Ok. This update involved moving Unpossible forward in time through 7 years of game engine releases. Boatloads of little things broke. Can you believe that obstacles just randomly stopped appearing starting at 20 seconds into a game? They picked up again later, but the gap-of-nothingness was really boring. We hunted that Bad Johnny down and fixed it like mad. Flowing Unpossible obstacles again!
- The path generation tools got some serious work too. All that stuff is now updated, massaged and motivated. Go path-tube-of-justice-thing, go!
- Brought the pool manager spawn/despawn/respawn code into the now.
- Sequence06. That thing was trying to start a fight. A serious fight. We convinced it to be a lover, not a fighter.
- Updated all the GameCenter handling code.
- Updated all the iCloud game save code.
- Wow. Fixed hundreds of different 3d meshes & obstacle sequences so that everything displays the way it should. That stuff broke HARD when the 7-year-newer game engine moved into town. Seriously, all the glowy bits were gone. What's Unpossible without glowy bits??
- Cut out some friend debug info rambling log stuff.
- Tons of testing with the new iCloud code to make sure the transition works perfecto-ly when you update.
- Updated the control handling backend infrastructure. The Kalman filters are Kalmaning. Keep your hands on the wheel though.
- As part of the new device support, some menu things were moved/adjusted/realigned/tweaked to be in the right place when they were supposed to be and to be nowhere when they needed to be gone.
- Fixed some weird artifacts that sometimes got left by the player unalive explosion.
- Rewrote the menu button positioning code to handle these fancy new devices with gorgeous islands, notches, barrier reefs, etc.
- Fixed a silly bug where the increase & decrease level buttons would show up again if you repeatedly pressed that area after they were purposefully hidden. (Why were people pressing those after they were hidden??)
- Removed Flurry Analytics. Ba-bye.
- Thought about resizing & centering the secretly large & invisible increase/decrease/play level buttons.
- Removed some graphics code that wasn't used on the iOS version of Unpossible. Just making sure the awesome buttery smoothness of Unpossible is unpossibly smooth.
- Turned off the news banner thing. You see enough news anyway.
- Added arrow key controls in case you're playing this on macOS.
Whew! Thanks a ton for playing Unpossible. I really love this game and it means a lot that you might give it a shot. If you happen to read this, post something with #unpossible and #theend in it so we can share an online high five. YOU'RE THE BEST!!!