"InquiringMind: Hi Manfred, what lessons have you learned from the feedback and reviews of Nano Assault 3DS for Neo? Its reception was globally positive, but some players – forgetting it’s quite common for the genre – criticized its shortness, its unforgiving difficulty with instant hit deaths, as well as a few control problems.
Manfred Linzner: We try to read all reviews and boards about our games and think about what could be done better next time. For Nano Assault 3DS, I believe most people were very pleased with length and replay value. Our game has much more to offer than the majority of shoot’em ups available on the market, but of course people tend to ask for more if its fun. Also regarding difficulty, we got very different opinions in reviews and from players. If you give the game only a few minutes you might think: “Wow, that’s hard!” but if you play for some time you adjust your tactics and see how the game adapts the difficulty depending on your progress. And we have now ship energy to avoid one-hit deaths. Regarding controls, we were never fully satisfied but we think the current controls were the best achievable on the 3DS. For Nano Assault EX, we finally perfected the controls by adding Circle Pad Pro support. And thanks to the Wii U gamepad, we can also deliver on this system a true dual analog stick control scheme.", writes NotEnoughShaders.