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Jupiter_Hadley
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« Reply #121 on: June 19, 2013, 03:39:38 PM » |
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Hello! I enjoyed this game; though it was quite a challenge. A few of the levels tripped me up, but I continued to play. Its cool. I also made a little Let's Play of this game if you want to check it out
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st33d
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« Reply #122 on: June 19, 2013, 04:06:12 PM » |
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Ah, that was amusing at times. I would have made the progression less sadistic but the hardcore players got bored easily with my confidence builders. Well done on finding everything.
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Jupiter_Hadley
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« Reply #123 on: June 19, 2013, 04:12:36 PM » |
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Nah I understand. I tend to do the same with Parkour in minecraft. I suck at parkour, but there is ALWAYS that one kid that gets through it in 4m flat. So you need to make it hard to keep those people interested. Its a nice game- it will probably stick around on my desktop for a while- I might check out creating levels, which was a cool addition to the game. Thank you
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tanyaxshort
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« Reply #124 on: June 21, 2013, 11:39:56 AM » |
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I really like your game! It's a bit too hard, but those first few levels are really slick and addictive. I am an occasional member here but I actually found your game through IndieStatik. I really like your approach of putting up essentially a free demo online and selling on mobile, and it looks like you're getting a lot of downloads, being in the top 100 for Puzzle & Strategy! Super awesome! Grats! Would you mind sharing how many downloads that is? I'm mostly curious how these download ranks correlate to downloads, since I'm working on a game that might have a mobile version.
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st33d
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« Reply #125 on: June 21, 2013, 04:28:36 PM » |
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Um. I've sold about 150 units across Android and iOS. I've no idea who is downloading the desktop version or how that would be related to a chart.
I also haven't seen a review for Ending on Indie Statik. Not many people are picking it up at all (if it's not a puzzle platformer then who does?)
If you're making mobile versions then my only advice is to support different aspect ratios. It's a bit of a hurdle, but really worth the effort. And Android may be touted as a lost cause, but I've had fuck all reviews for iOS and some kind reviews for Android. It's like supporting Linux, you know you might not make the big bucks but you're making players happy. You're doing what game designers should do.
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st33d
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« Reply #126 on: July 02, 2013, 01:48:47 PM » |
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Now shifting the code over to sprite sheets for easy porting: Already cleaned up a lot of the source code. Hopefully should be able to refactor this into quite a tight little beast. Then it's up to github with it.
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Connor
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« Reply #127 on: July 03, 2013, 11:50:22 AM » |
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yo st33d, just did a youtube video on this, its uploading as i speak, so if you want to check that out im cjheighton on youtube :D
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« Last Edit: July 04, 2013, 07:55:30 AM by Connor »
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Dacke
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« Reply #128 on: July 03, 2013, 12:55:51 PM » |
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Could you link directly to the video?
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programming • free software animal liberation • veganism anarcho-communism • intersectionality • feminism
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Connor
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« Reply #129 on: July 04, 2013, 07:55:45 AM » |
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@Dacke okay
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st33d
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« Reply #130 on: July 19, 2013, 11:45:06 AM » |
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UpdateSales figures (it's been a month since launch): £762.08 on Google Play, $1411 on iTunes, $9 on Amazon add that up... £1694.73 or $2580.42 ... 30% to penny pinchers £1186.31 or $1806.29 ITunes sales peaks match review hits. On Android the flow of sales seems constant and I think will eclipse the iTunes sales. Android reviews have also been more plentiful. The game has had a luke warm reception on Newgrounds and Kongregate. Tom Francis pretty much nailed my intent with the game whilst missing the Level Editor: http://www.pentadact.com/2013-06-30-ending-an-interesting-roguelite-puzzle-game-with-extraordinary-sound-design/There are outstanding bugs on iPhone to fix. I aim to finish refactoring before uploading a new build, I found a handful of edge case bugs on the clean up that really should be squashed. And tidying up the source code is nearly done. Just got to shift the text engine over to the sprite sheet and all then everything is stable. You won't need Flash IDE to alter any assets (unlike Red Rogue).
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st33d
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« Reply #131 on: July 21, 2013, 02:21:32 PM » |
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Arnold
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« Reply #133 on: July 22, 2013, 03:56:44 AM » |
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thanks st33d, what are your costs you put into the game, to have a relation to your sales?
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st33d
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« Reply #134 on: July 22, 2013, 05:08:59 AM » |
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It cost no money to make (excepting Apple and Google's fees, transport to meet ups for testing and hair loss from bugs/design issues).
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st33d
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« Reply #135 on: July 24, 2013, 08:54:49 AM » |
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Note to self: possible memory leak on reset, investigate
- ah, that block of code never gets called (which explains why it made no sense), removed from source code
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« Last Edit: July 25, 2013, 01:02:33 AM by st33d »
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st33d
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« Reply #136 on: August 08, 2013, 05:12:15 AM » |
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Kurt
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« Reply #137 on: August 08, 2013, 09:20:50 AM » |
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Just picked it up for free (sorry, no money!) and I must say, it's really good. Love the simplicity and the enemies. I might try to port it to Java just for the hell of it.
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st33d
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« Reply #138 on: August 08, 2013, 02:50:33 PM » |
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Cool. I tried to keep most of the code free from Flash specific tricks. You might want to scale up the sprite sheet to avoid antialiasing if you avoid the canvas route. Someone's already ported the code to XNA, so more ports would be great
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Mr Speaker
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« Reply #139 on: August 20, 2013, 12:06:23 AM » |
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This is a fantastically addictive game. I showed it to my girlfriend, and that was the end of my iPad - when I finally got it back she had finished all the levels and had started on the Gauntlet... and she is not a gamer at all. Amazing work. I especially love the sounds - so crunchy and nice.
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