Download my new game Ultra Squares for Android
Posts Tagged ‘android’
The original Glow Drop will remain on GameJolt as well as here, as it was made as a game jam submission and should remain here in its original glory, but if you want to try a bigger challenge on the go, then you should get Glow Drop DX.
New things in this version include:
- Updated Music
- Three new power ups
- New Drop Shapes
I’m also planning on doing a Windows Phone 8.1 build as well, so keep an eye out for them.
Merry Christmas everyone! I thought I’d take this opportunity to show you a screenshot of my LD game running on Android.
This is still an early version, but I’m hoping to make a full release on Android with many more levels. If you haven’t already played my entry, you can do so here.
So first of all, thank you for the huge amount of positive feedback and ratings on Glow Drop so far! I don’t think I have gotten this much rating and appraisal before in a Ludum Dare event! So I’ve been taking in your feedback and lots of people want to see a mobile version, so I am giving into your demands and will release Glow Drop onto Android and Windows Phone 8!
(Sorry iOS users, but I cannot afford to develop and release a game onto the App Store at this time)
However, I think it’s fair in saying that this shouldn’t be a simple release. I feel as though this game could do with a little bit more work to feel more worthy for people to download. So I’ve been taking in some of the feedback from both the Ludum Dare page and so I have a list of things that can be done to polish up the game a bit more:
- Visual Identifiers – Mostly stuff like how the drops react when they are destroyed or what happens when they start overflowing the screen.
- More Special White Drops – The current game has three, and there is plenty of opportunity to expand the possibilities of these drops.
- Improve/Extend Music – I am extremely happy and surprised with the amount of people that liked the soundtrack. I didn’t have much time to properly flesh out the music so I feel I can use some time to either extend it to a longer loop, make it feel less repetitive and/or remix the existing music to a new genre (I was thinking progressive trance but feel free to tell me otherwise).
- Global Leaderboard – While it’s nice enough to keep a saved highscore, it’s much better to also compare it with people around the world. I’m not sure what’s the best option to implement this for me, but it’s worth looking into. I know GameJolt has a leaderboard system in its API but for mobile it’s gonna be different for each platform unless I try a platform-free tool to handle it.
Are there any other things you can suggest? Let me know, also Play and Rate Glow Drop!
Yeah, ok, Slider was not created for any Ludum Dare, but it certainly contains lots of things I’ve learned creating games for this event (also creating junk that I never posted. Which is precisely why I love Ludum Dare – it’s the perfect bootcamp to try new ideas, mechanics or aesthetics.
The game is simple: keep the grid clear by drawing paths that send your ship towards enemies, scoring up when you slide through them. So it’s back to basics: beat your record, stay alive! But not that easy.
Here’s the launch trailer:
We (we as in the small group I belong to) have just released the game, but we are already considering a few improvements. New board configurations, new enemies, new powerups and game modes. All that given we get a good feedback from players, that is! Otherwise we’ll move on and begin working on a different idea.
So we would love reading your opinion! The game is free (with ads, or paid, without ads) for iOS and Android. Would you try it and write us back?
This is my first Ludum Dare and super excited. I had been working on a VR Mobile framework and this gave me the drive to actually make a simple game from it.
I started the game in a 12 hour GameJam at my work which I organise. The theme was horror so I went with the simple get out of the maze before you get killed by the zombies!
My friends at work said they enjoyed playing the game and some even screamed lol.
Comments under our entry encouraged me to share a bit how the game was made. It all started when I have been thinking about idea for game themed connected world. I was considering platformer with switchable environment but in the late evening of first day I came up with craziest idea I ever had at jams. Let’s connect real world with virtual.
This time I did my first 2D game in Unity.
For fear of stumbling on a level I didn’t set an ambitious task. The game was simple and elegant.
The last two days I’ve figured out how to port Unity to my phone. The first time it is always difficult for me. Finally all the problems are behind us. And I’m glad to present you my game on Google Play!
Maybe someone you know children will find this game transistors funny. I would be glad if you take a picture of someone playing my game and put his photo in instagram with #connectSimilar tag.
Not a game yet, but after 4 hours, I have an idea down and the main mechanic implemented.
Funny thing is, I was thinking about this game for the whole week. I was lucky that the theme fits the idea that I want to implement so perfectly.
So the idea is this: a top-down action game. Normal stuff: walls, enemies that shoot you, weapons. I was thinking about something a bit like the air combat of Xenonauts.
But here is the twist: the rooms and dungeons that you fight in are generated randomly, based on your geocoordinates! Is the current level too easy? Go to a nearby coffee shop and see if you can find something better. Need a green key? Somewhere in the way between your house and your supermarket, there may be a dungeon containing it.
Your world and the game world, connected.
Now to make that game happen!
As I received a lot of good feedback on my LD29 entry, “Oh My Oilrig!”, I decided to continue working on it. After rewriting the whole code base, I added more features and designed stuff for upcoming updates. Now, the first release version is up in Google Play! If you have an Android device, go grab it and tell me what you like ^_^ –> https://play.google.com/store/apps/details?id=com.manabreak.oilrig
Thank you so much for everyone who played my entry and gave me awesome feedback, wouldn’t have done it without you guys and gals.
I have recently made a small update to my game (post-compo). This update
fixes a bug on android related to putting the game in the background, and adds a much needed tutorial!
(Never underestimate how confusing your game can be, no matter how simple you make it)
Feel free to get it from this link.
And if you haven’t rated it yet, please play it from here.
My second game available to the public, all because of Ludum Dare. Love you guys
“Oh My Oilrig!” is rapidly shifting gears on its post-compo journey towards becoming a full-fledged Android game. While waiting for the release, here’s a sample of the new variety of enemies: a terrifying archer who will cause aggressively mediocre damage to your precious oilrig! BWAHAHAA!!
The first release (I’m aiming for Sunday!) will have nine different enemies (three submerged, three on-the-surface and three airborne) and a variety of different defense towers (a slingshot and “ye olde cannon”, to name a few!), coupled with active and passive on-board upgrades (shields, radar, drill boost…), not to mention overhauled interface. If you’re interested, keep an eye on my Twitter feed (@dManabreak) for updates. Also, feel free to tweet and comment if you have ideas, critique or anything!