davidn: (prince)
[personal profile] davidn
My latest game has actually been on the App Store since the start of the week, but I waited around a bit before announcing it - I wanted to be able to get the site together along with the Flash version, so it can be fed to the awful cretins on Newgrounds and then distributed further into the Internet in general. So now, at least, I can say - my first iPhone game Running Free is out!


You can try it out in Flash form here, with 15 specially-made levels - the full game on iOS has a further 71. (Why the weird number? Because the winning screen's counted as a level and eight of them fit on a page of the menu.) Your aim is to guide the perpetually running stickman - arbitrarily named Geoffrey by Whitney - around a set of increasingly dangerous sheets of graph paper by using the four arrow keys to change the direction of gravity.

It's evolved quite a bit since the first prototype I put up last year... thanks to everyone who posted there, and... actually, especially [livejournal.com profile] ravenworks for inspiring me to put this on the iPhone at all, now that I look!

So here it is on the US app store (the in-game link should open it in iTunes in the correct region automatically) - I'd recommend a 3GS/3rd generation Touch or later, as I think it'll perform slowly on earlier devices. If you give it a try, I'd really appreciate any reviews, as they boost my visibility in the store. (Unless you hate it, in which case you don't have to bother.)

The game has no music - here's some.

Date: 2012-03-09 03:02 am (UTC)
From: [identity profile] gr33bo.livejournal.com
So where's teh android version?

Date: 2012-03-10 12:10 am (UTC)
From: [identity profile] dr-dos.livejournal.com
Android's is much nicer in that it's only like $20 and then you're set.

Date: 2012-03-09 04:30 am (UTC)
From: [identity profile] tisnart little (from livejournal.com)
Awesome! Love your games.

Date: 2012-03-09 04:35 am (UTC)
From: [identity profile] xaq.livejournal.com
A bit quieter than I was expecting (perhaps CT2's soundtrack spoiled me?), but still a pretty sweet game all around.


What program did you use to make this?

Date: 2012-03-09 07:27 pm (UTC)
From: [identity profile] xaq.livejournal.com
Ah...from the looks of it, I take it MMF's only good for side-scrolling platformers?

Main reason I ask is because I was looking at the possibilities of doing a demo version of Blade Clash as a computer game before making any further decisions on going full-scale with it.

Date: 2012-03-09 08:25 pm (UTC)
From: [identity profile] xaq.livejournal.com
Yeah, even for professionally programmed games just trying to recreate the randomness of shuffling a deck has proven virtually impossible. I can only imagine how much luck I'd have. XP

Date: 2012-03-10 02:56 pm (UTC)
From: [identity profile] ravenworks.livejournal.com
.. okay, it is brilliant the way the "par flips" and "par time" options make two separate puzzles out of every level (in addition to the easy puzzle of just clearing the level if the player isn't into challenges)!

My only complaint is that you should probably disable the screen dimming / system sleep while a level is running, at least until the player hasn't flipped gravity for 10 seconds or something..

I also feel like there's got to be a better way to 180-flip than pausing and unpausing; maybe gravity won't change as long as your thumb is touching the screen? (This would also allow people to be more precise with the timing of their 90-degree flips too...)

Also, have you considered an alternate mode where you can change gravity by flicking that direction with your finger, so people with headphones on don't have to tie up their wrists with headphone cable ;) (I feel like we discussed that at some point, but maybe not?)

Anyway, congratulations, this is a game to be proud of :) I'm happy to have helped nudge it into existence if I did!

Date: 2012-03-10 06:28 pm (UTC)
From: (Anonymous)
I'd buy this on Android (assuming the price were reasonable)!—if only because my experience with Crystal Towers 2 suggests so strongly that you produce things I tend to enjoy in that general regard. Flash and iOS are both terrible platforms for me; the latter is unavailable and the former nearly so, so I haven't actually tried this one yet.

Some sort of free limited version tends to be a good idea in general, if only because products of this sort are distinct and non-fungible enough that one can't easily judge value before trying it out. Physical-packaging software had demo machines at stores; digital distribution sort of pushes more of the burden to the developers/publishers.

(Results are likely nonrepresentative of the general populace. Hacker News seems to think it's impossible to make any money on Android games; I would like to think this is false, but I don't have any first-eye data either way. Apparently an infinite stream of different and exciting graphics driver bugs is a real problem, sort of like it is for Windows.)

(Yes, I'm still waffling on LJ authentication. Yes, I take forever to do anything…)

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