SpacePirate Ridley
Member
The game is turning our fantastic feep, I love how the hand drawn textures blend with the real time lights!
So this is what I did today.
Hey thx! Will skim though and see what I can made out of it.You should definitely ask Beril about it, but you could probably start on the Nintendo Authorized Developer Application site.
So this is what I did today.
WHITE CYCLOPS!
What you'll use to start the game!
I've got it in the game currently, so if you're still checking that out, that should show up.
Yo yo yo!
Long time no post! There's tons of cool stuff going on here, wicked!!
Well, quick recap on Chopper Mike...
As a paid app it's done around 3,000 in sales, (not ordering the speedboat right now). Most of those came after launch, after being featured on Google Play, then again after putting the price down. After those spikes, things went back to almost nothing again.
I put the price back up, thinking I'd have another sale later and see if another spike happened. But then I just thought I'd see what effect making it free would have. Rather than seeing them as missed sales, I'd count downloads as free advertising, and hopefully drive a bit of word-of-mouth buzz. Well, day one, 2,000+ downloads, day 2, 36,000+, day three, 17,000+...
So that's at least 50,000 extra people who have heard the VAMflax intro and played the game. All for a marketing spend of £0!!
I'm going to leave it free for a bit, then put it back to Tier 2, (£1.49/$1.99), and see what happens. Then try cycling to Tier 1, then free... the thing that's driving the downloads is the sites scanning and reporting apps dropping their price. Might be worth a go setting it to a higher Tier and dropping a Tier each week... who knows!?
One odd thing. If you set a game to free on Google Play, you can't set it back to paid. Which ruins this plan, as I don't want to muck about with 'lite' versions. I want people to play the whole game for free and hopefully tell someone about it!
Will report back later! And will try to visit more often, I'm just having a break from it all I think, it's draining thinking about dev stuff ALL THE TIME!
Just discovered this thread, figured I'd share. Some of you may have played our previous title Hypership Out of Control on iOS, XBLIG, or WP7. I'm currently working on a sequel for iOS, Android, and PC.
http://www.youtube.com/watch?v=7_8Vt-udyLI
Updated graphics, parallax scrolling, a few new items / weapons, and all new levels. It's coming along well. I'm planning to get the first level pretty much done and then do a Kickstarter to help pay for art and music for the rest of the game.
I've also been playing with Ouya and may port some of my games to it, starting with Abduction Action!. If this process goes well, I'll probably port most (if not all) my titles over.
I've thought about that too, about not being able to put the price back up on the Play Store.. I'm still thinking about the payment model I'm going to go for but for now I'm settling with making the game free but having sections of the game locked behind IAP.
For example, if the game consisted of five sections maybe offer the game free with the first section unlocked for people to play and try the game, while leaving the option to pay for the other sections separately (more expensive in the long run) or buy all the sections in one package, in which case it would cost the same as if I charged for the game in the first place.
I haven't completely investigated how IAP works on iOS/Android but I think that this way I would have complete control over the pricing of the contents of the game (going up, down, or free altogether whenever I wanted to), and at the same time I offer the demo and the whole game in one download.
All I've heard from professionals, (big companies doing console and mobile), and indie alike is that "nobody pays for levels". So I'd say think about whether your IAP unlocks the equivalent of a level, or a thing you use. Personally I'd have thought the demo section with unlock would be a winner, but no, it would seem.
This totally ruins my game for OUYA as level locking is all I can really do. With my game, it's fun to fly the chopper, that's the thing. You pay a tiny fee to do that. That's the model. So it doesn't fit IAPs too well.
I think I'll make an IAP game next as I think I could have got a better take up at launch if it was free. Also, I'd make it iOS exclusive to begin with as you stand a better chance of featuring.
I also want to put more narrative and reward for playing, some kind of XP, things to find with rewards, etc...
But yeah... I wouldn't unlock levels!
My IAP unlocks whole quest lines. Well, specifically, it will be the other classes in the game (as you have several at the beginning to choose from, and more will change gameplay + add story), so it will be compelling to buy for users to get the "complete" story.
Trying to get all the main elements on the battle screen looking pretty. Still feel like I have forever to go.
Ashodin -
Tried out the demo you put up, looking swank! I'm working on an RPG myself so it's cool to see other takes on it.
Just discovered this thread, figured I'd share. Some of you may have played our previous title Hypership Out of Control on iOS, XBLIG, or WP7. I'm currently working on a sequel for iOS, Android, and PC.
http://www.youtube.com/watch?v=7_8Vt-udyLI
Updated graphics, parallax scrolling, a few new items / weapons, and all new levels. It's coming along well. I'm planning to get the first level pretty much done and then do a Kickstarter to help pay for art and music for the rest of the game.
I've also been playing with Ouya and may port some of my games to it, starting with Abduction Action!. If this process goes well, I'll probably port most (if not all) my titles over.
Congrats Razu, 50k total is INSANE. I'd be ecstatic if my game ever got those numbers
I bought a 27-inch iMac today. I've been working on my wife's old MacBook until now. Going to download and try out unity tomorrow.
Congrats Razu, 50k total is INSANE. I'd be ecstatic if my game ever got those numbers
Yup. Even if I didn't make any money off of it I would be thrilled to know that many people played my game. (though money is nice obviously )
Hey everyone!
I've been working on a minimalist puzzle game for a bit now and would love to get some feedback.
The game is here - Flipper
Any feedback would be great (Even if you don't like it!)
Thank you
One odd thing. If you set a game to free on Google Play, you can't set it back to paid. Which ruins this plan, as I don't want to muck about with 'lite' versions. I want people to play the whole game for free and hopefully tell someone about it!
All I've heard from professionals, (big companies doing console and mobile), and indie alike is that "nobody pays for levels". So I'd say think about whether your IAP unlocks the equivalent of a level, or a thing you use. Personally I'd have thought the demo section with unlock would be a winner, but no, it would seem.
This totally ruins my game for OUYA as level locking is all I can really do. With my game, it's fun to fly the chopper, that's the thing. You pay a tiny fee to do that. That's the model. So it doesn't fit IAPs too well.
I think I'll make an IAP game next as I think I could have got a better take up at launch if it was free. Also, I'd make it iOS exclusive to begin with as you stand a better chance of featuring.
I also want to put more narrative and reward for playing, some kind of XP, things to find with rewards, etc...
But yeah... I wouldn't unlock levels!
Hey everyone!
I've been working on a minimalist puzzle game for a bit now and would love to get some feedback.
The game is here - Flipper
Any feedback would be great (Even if you don't like it!)
Thank you
Levels distributed as hexagons with every island corresponding an area.
Preview panel of the level showing the relevant information and a thumbail.
Fearless.
If you're curious about how this encounter actually looks, I made a much larger gif that I'll only link:
http://www.ghostsonggame.com/miscd/stomp3.gif
Fearless.
If you're curious about how this encounter actually looks, I made a much larger gif that I'll only link:
http://www.ghostsonggame.com/miscd/stomp3.gif
Fearless.
If you're curious about how this encounter actually looks, I made a much larger gif that I'll only link:
http://www.ghostsonggame.com/miscd/stomp3.gif
Fearless.
If you're curious about how this encounter actually looks, I made a much larger gif that I'll only link:
http://www.ghostsonggame.com/miscd/stomp3.gif
2013 YEAR OF THE METROIDVANIAS
2013 YEAR OF THE METROIDVANIAS
This continues to look awesome
oh my gosh, looks awesome
is this a Metroid-like? just going off your avatar...
Nice! All the work you share looks professionally made. Are you an artist by trade?
2013 YEAR OF THE METROIDVANIAS
2013 YEAR OF THE METROIDVANIAS
Heh, I'm working on a combat free platforming metroidvania-esque game. But as it stands, 2013 might be a long shot.
It's a good genre.
So I'm having problems with my practice game. I'm trying to get it so that when ever I shoot the enemies 12 times they die. However I notice that only half of them do. Here's my file if anyone can see where I went wrong.
Here's the file.
Can we just call them action-adventure games? I mean "metroidvania" sounds so silly.2013 YEAR OF THE METROIDVANIAS
Nobody?
Can we just call them action-adventure games? I mean "metroidvania" sounds so silly.
Nobody?
Metroidvania communicates an idea instantly, and evokes certain things instantly. It's an efficient term. Action adventure sounds less specific.
You didn't export the entire file so I can't get the game to load at all in GM. Just save it as a normal save file and it should be playable for me.
Its just very tacky. I mean imagine if sandbox games were called grandrisings or something similar.
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Its just very tacky. I mean imagine if sandbox games were called grandrisings or something similar.
Like this?
Fearless.
Huh, still nothing! Which version of GM are you using?