Running Free
Mar. 8th, 2012 09:55 pmMy 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
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.

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
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.
no subject
Date: 2012-03-10 02:56 pm (UTC)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!
no subject
Date: 2012-03-10 05:18 pm (UTC)You did mention the screen dimming before, and I only just checked that by setting my auto-lock down to 1 minute - my (iPhone 4) screen dims after fifty seconds, which I really had to try to reach without touching the screen... is there another option somewhere for earlier screen dimming that I've missed? Uniquely for XCode, it looks like there's a fairly simple solution, so I could get that into an update.
The controls on this game were something that caused me a lot of difficulty, as when you're wrestling an iPhone around it's easy to hit the screen by accident (and difficult to hit it - or keep your thumb on it - on purpose, even though that's not a bad idea otherwise...) originally, you tapped the screen to flip gravity 180 degrees, but I hated that. Either you,
The Flash version is without question my greatest hit on Mochi ever, with 14,000 views yesterday and 15,000 in the last six hours today... however, this is not translating into similar numbers of sales on the app store! I think I need to put out a free version as well.
no subject
Date: 2012-03-10 06:28 pm (UTC)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…)