A good balance needs to be struck between good game and good juice/polish. Finish and polish is super important to create a good impression when you’re aiming for a public release.Everyone has great ideas, but ideas do many things: 1) Needs time to be created 2) Has implications on other things, especially game balance 3) Needs to be re-tested by more/other people. One of the most important things we learnt was that keeping scope down is very important for a limited project.This two-week exercise was super valuable in what it takes to finish a game. The razor-sharp focus and concentration needed for something this simple is actually unnerving, even I still get tense further into the game ?ĭiscuss the game on the Dead Run thread on makegamesSA.
Kill them and you lose, don’t kill them to rescue them, and they’ll join your party.
But if the impression of free apps are poor, then even before it gets into people’s handsets it’s already gonna be labelled as being an unworthy game. The original intent with free with ads was never to “mint it”, but more to try and reach a big audience and gauge response. That means the perception of free apps fall under those two categories too. These days free apps fall into two categories - crazy IAP things or throwaway Flappy clones.
But with research and reading I find that there are two points of views to this all:ġ. The original plan was to make something quick and toss it out as free with ads as an experiment. Should this be a $0.99 paid app or a free with ads? We’re almost there! Last mile is always the hardest, really… Thanks for all your input!Īs we’re nearing the finish line (last 90% of time spent on the 10% of the stuff), we want to ask you guys’ honest opinion on monetisation. Sharing to be implemented (only works from iOS) I’d talk about it but it feels like it’s better tested than talked about.Ģ. Difficulty ramp is still to be tweaked, will get harder, at the same time give the shotgun a better reason to exist, hopefully. Player will use the bat unless there’s something to shoot, where it’ll attempt to use the gun.ġ. You’ll notice… decorative elements ? They’ll be earned and have certain effects come the final game.ġ0.
The game’s harder with the inclusion of… Something. All the spiffy pretty day/night cycle stuffĥ. OK guys, unfortunately we were not able to get a beta iOS build out due to some performance and framerate or something issues (and time), but in the meantime, here’s a beta WEB build ? It’s hosted on a different location than the previous one so do take note:ġ.