Explodey: Sci-Fi Side Scroller YitYat Studios The galaxy is in peril. Equipped with the latest weaponry, pilot your heavily armed fighter through 5 exotic planets to … Free Buy Now Watch Media DetailsThe galaxy is in peril. Equipped with the latest weaponry, pilot your heavily armed fighter through 5 exotic planets to destroy the evil Dr Grag and save the Life Spark. Joining you on your journey is The Engineer, a silicon being capable of building anything you need. Unfortunately, he's also a bit of a jackass... ENGAGE THE ENEMY AND BLOW THEM TO BITS * AAA side scroller * Battle across 5 exotic planets * Conquer a large variety of ground and air units * Deliver precision strikes with an advanced dual joystick configuration * Solve challenging puzzles CUSTOMIZE YOUR FIGHTER WITH EXPLOSIVE WEAPONRY * 5 Ship Bodies - Each improving in destructive power as you progress * 5 Blasters - Normal, Spread, Heal, Cannon, and Sniper * 4 Rockets - Normal, Rapid Fire, Fire Ball, BIG ONE * 4 Bombs - Normal, Mini, Napalm, Fast Drop * 2 Special Weapons - Floating Mine, Shield BATTLE 5 CHALLENGING BOSSES * Battle The Ice Elemental, Mega Tank, Xenogiger, Zargbots, and Dr Grag - the evil mastermind who is holding the galaxy hostage * Recover each of 5 powerful crystals to re-ignite the Life Spark and save the galaxy * Follow along with a riveting story and cast of characters, including you (The Soldier), The Engineer, Dr Grag, and General Goat (The Leader of Resistance, Leader of The Knights of Galadorn, Defender of the Universe, and our pet). DESTROY YOUR FRIENDS IN MULTIPLAYER * Engage in LAN battles with friends. Show them who's boss by exploding them. INCREASE YOUR SOCIAL STATUS WITH HATS * Yeah, they don't do anything special except make you look awesome * Complete all levels and earn The General's Hat, complete with Cigar * Complete all achievements and earn The Mighty Beanie of Galderon. MAKE TRIPS TO THE TOILET LAST 4x LONGER * Forget sending email and browsing Instagram on the toilet - what a waste of time. Play Explodey for hours and hours and when your boss asks what's been going on, you can say EXPLODEY JERK. MORE INFO * Works with just the touch screen, but you can also use a gamepad (must be MFi compatible) * Headphones recommended to soak up the sound * The game is free to play the first world and to play LAN multiplayer. .99 unlocks the rest of the galaxy. You can also buy hats on the cheap or you can find them during missions. All proceeds go to tacos, coffee, the kids' college fund, and my next insane project. * iMessage stickers include a dancing engineer, for your dancing engineer convenience. Come chat on our Discord channel! https://discord.gg/7cRKNqD Information Seller:YitYat Studios Genre:Action, Adventure, Arcade Release:Jun 11, 2018 Updated:Jun 19, 2018 Version:1.0.30 Size:1.1 GB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #2 martaaay, Jun 12, 2018 Last edited: Jun 12, 2018 Anybody know what this is not showing up? EDIT: Ah there it goes martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #3 martaaay, Jun 13, 2018 Last edited: Jun 19, 2018 I'd LOVE some feedback. The game is free to play for the first world. To unlock the whole galaxy, here's a bunch of codes for you all and anybody you want to share them with. Redeeming them requires dropping an engineer at a secret location in the Tutorial level (bring the engineer you find outside to the big spinning building). Here's a video showing you: Unlock codes (usable once, so please claim them in the thread): 51612244 (USED) 31442568 (USED) 67263241 (USED) 97263645 (USED) 53636314 (USED) 33976182 (USED) 71756347 (USED) 68276991 (USED) 97422124 (USED) 15595768 (USED) MOOOORE CODES: 63239143 (USED) 77981991 35689722 38344557 23912637 84534276 67564564 23522552 92874661 13377942 XOXOXO, Marty Asp Well-Known Member Aug 3, 2017 769 196 43 #4 Asp, Jun 13, 2018 Redeemed 2nd code 31442568 thank you. (1st one used). Fun and challenging so far, now I’ve figured how the guns work! The tutorial looked to me like ‘swipe to fire’ but it’s ‘swipe and hold’. martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #5 martaaay, Jun 13, 2018 Fantastic! Thank you for the feedback! I'll look at that again. Maybe one option is to have the finger pause at the end? naovouporai New Member Sep 21, 2012 4 0 1 Software Developer Portugal http://appsdoiphone.com #6 naovouporai, Jun 13, 2018 Looking very very good. Great humor by the way Redeemed 3rd code: 67263241 Obiter Active Member Nov 23, 2008 33 0 6 medical research into the mind of today's gamer high above the din #7 Obiter, Jun 14, 2018 Gave this a go tonight, only got thru level 1 and into lvl 2 a bit honestly i found the controls quite fiddly. a button to turn around? even the original donkey kong had mario automatically facing the direction of movement man! aiming the rocket was tough, seems like the hit detection is quite generous to compensate. shooting the gun was really hard to tell how much damage the enemies were taking and so impossible to know if you were getting your ass kicked or not. i died a lot, and not in a “i learned what to do better next time” kind of way, just in a brute force kind of pointlessness. The scale of the objects and level also seems off... you’ve got this huge attack copter in these tiny caverns, banging into stuff all over the place. this also impacts the pacing. this game is paced kinda like a puzzly platformer (slow), and has keys (?) and light physical puzzle elements (shoot the key into the chute? with a helicopter? huh?) and “press the button” stuff. ok. but the theme of the game and the analog gameplay is trying to be an fast, smooth shooter (i think). it’s just a total mismatch. The humor is great, i seriously lol’d at the hamburger of life in the broom closet. and the outside graphics are nice. I started the second level with this lovely ice world with all this great detail in the background... then you shoved me back into a cave. Why? in this attack copter thing i wanted to zoom along the surface wasting everything. if the tutorial misrepresents the meat of the game it needs to be redesigned. it doesn’t sell this thing at all. where’s the big kaboom as promised on the label? honestly if you turned this thing into the best remake of Choplifter or Desert Strike of all time it would be rad. Saucepolicy Well-Known Member Patreon Silver Feb 18, 2009 501 4 18 Crispy ex-game developer #8 Saucepolicy, Jun 14, 2018 And Defender required you to press a button to change directions like this game. It's a design choice, and while you may not feel it's the right one, there's ample precedent. martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #9 martaaay, Jun 14, 2018 Thanks all for the great feedback! The turn around button is something I've been debating. I wanted it for the 'advanced' player (retreating while firing). So maybe I could add an option that could be turned on, but the default would be to have auto turn. @Obiter, thanks so much for the super detailed feedback! Got a lot to think about! I'm curious if a good portion of the confusion is that it's a helicopter / space ship? Do you think it'd make a better match if it were more like a flying space suit? I was definitely influenced by shoplifter and wanted to make a much deeper game. I like your suggestion that more explosion needed. There are definitely some ahead of you, but it sounds like there's some itch'n for some explosions earlier Asp Well-Known Member Aug 3, 2017 769 196 43 #10 Asp, Jun 14, 2018 Last edited: Jun 14, 2018 Just offering an alternative viewpoint, and I accept no one has the same opinion about anything. A big draw for me is flying a helicopter through tunnels! Forget the flying suit idea. A helo makes more sense for transporting people and lifting stuff. Yes, they are fiddly to control, as is the game at first, but soon becomes second nature. After some practice and route learning I can fly through the tunnels faster than a speeding ferret. Similarly the weapon aiming gets more precise. From the levels I’ve seen so far I like the mixture of slow and fast pacing, the puzzle elements interspersed with shooty areas. Good to have a break from relentless combat. So, a combination of Defender and Choplifter. What could be better? As a personal preference I’d prefer the spin button to be located at bottom right screen as I use it a lot, also the missile button to be right screen along with the others. It would be helpful to have an indication of missions which have been completed (Edit- Ignore that comment. I guess it’s because I used the code that all missions are showing as unlocked.) Now I have to figure out how to deal with this Ice Elemental! hbernritter Well-Known Member Jul 15, 2010 950 33 28 Inventory/Marketing Manager Toledo, OH #11 hbernritter, Jun 14, 2018 Redeemed 68276991, thank you for the opportunity to place this in full. Only played the tutorial so far and while I don't have a good "sample" of gameplay yet it's fun so far. martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #12 martaaay, Jun 14, 2018 @Asp Thank you for more detailed feedback, especially about buttons which I'm super keen to optimize better. My wife is asking I make them better, and rearrangement I think is the next thing I want to work on. @Obiter I'm adding an 'auto turn' mode now. Thanks for that feedback. Incidentally, it matched my wife's feedback, and when I hear 2 people with the same feedback, my ears perk up a lot. Hoping you have a release of that today (probably take til tomorrow to get through review). Question for you all - should auto turn be on by default? My gut is 'yes' because I want to bias to the average gamer, not to the advanced one. The advanced one can turn it on. Would love to hear thoughts. This would also simplify the tutorial because I could remove one thing to learn. martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #13 martaaay, Jun 14, 2018 On marketing - what games do you think would catch the ear of most gamers if I were to draw comparisons? I've heard choplifter, defender, and desert strike -- which of those do you think is the most appealing? I personally LOVED the game Armor Alley, but I recognize most people don't know what that is. Asp Well-Known Member Aug 3, 2017 769 196 43 #14 Asp, Jun 14, 2018 Always go with what your wife suggests! Choplifter meets Defender should resonate with most people of a certain age. Jackaluk Well-Known Member Jul 3, 2015 401 94 28 #15 Jackaluk, Jun 14, 2018 Will try tonight. Please tell me this has MFI controller support!! martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #16 martaaay, Jun 14, 2018 It does have MFI controller support! I'm hoping it actually works well . I only have 1 MFi controller to test this with, so please let me know if anything is broken or if you have feedback about button placement. rhinofinger Well-Known Member Dec 10, 2013 69 4 8 #17 rhinofinger, Jun 15, 2018 Redeemed code 97263645, thanks! Seems pretty interesting so far! One thing I'd say is that in the tutorial, when the your engineer robot friend first talks about what the buttons on the right do, I didn't even notice that one of them was flashing green. Maybe use a more obvious flashing that takes up more of the screen to call attention to those buttons? martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #18 martaaay, Jun 15, 2018 Ah thanks, maybe bigger or maybe red so it contrasts more with the background? martaaay Well-Known Member Apr 3, 2009 51 0 6 Redwood City, CA http://www.explodey.com #19 martaaay, Jun 15, 2018 I've gotten a few comments (here and elsewhere) about the controls being difficult. Any thoughts on how to improve this? Or better yet, how to improve the learning curve / set expectations well? It seems once people get used to it, they like them and they allow very competitive control, but in the beginning people seem to get a little frustrated. One thought I had was to give a little auto-aim to the controls in casual mode so that it "cheats" a little in your favor. menace_diplomat New Member Mar 21, 2018 1 0 1 #20 menace_diplomat, Jun 16, 2018 Last edited: Jun 16, 2018 Claimed Code 53636314 (5th one down in your list). "Question for you all - should auto turn be on by default?" I think so, or as others have suggested, make it larger/more prominent as it is used frequently. "I've gotten a few comments (here and elsewhere) about the controls being difficult. Any thoughts on how to improve this?" The blaster control button being on the ship to fire seems awkward for me. Having it nearer to the edge of the screen as a sort of 'rocker switch' that would still retain the ability to change firing angles? Also, I'm not sure how involved this would be, but being able to customize the position & size of the controls would be helpful. Just some initial impressions while playing the tutorial. Looking forward to more.... 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I'd LOVE some feedback. The game is free to play for the first world. To unlock the whole galaxy, here's a bunch of codes for you all and anybody you want to share them with. Redeeming them requires dropping an engineer at a secret location in the Tutorial level (bring the engineer you find outside to the big spinning building). Here's a video showing you: Unlock codes (usable once, so please claim them in the thread): 51612244 (USED) 31442568 (USED) 67263241 (USED) 97263645 (USED) 53636314 (USED) 33976182 (USED) 71756347 (USED) 68276991 (USED) 97422124 (USED) 15595768 (USED) MOOOORE CODES: 63239143 (USED) 77981991 35689722 38344557 23912637 84534276 67564564 23522552 92874661 13377942 XOXOXO, Marty
Redeemed 2nd code 31442568 thank you. (1st one used). Fun and challenging so far, now I’ve figured how the guns work! The tutorial looked to me like ‘swipe to fire’ but it’s ‘swipe and hold’.
Fantastic! Thank you for the feedback! I'll look at that again. Maybe one option is to have the finger pause at the end?
Gave this a go tonight, only got thru level 1 and into lvl 2 a bit honestly i found the controls quite fiddly. a button to turn around? even the original donkey kong had mario automatically facing the direction of movement man! aiming the rocket was tough, seems like the hit detection is quite generous to compensate. shooting the gun was really hard to tell how much damage the enemies were taking and so impossible to know if you were getting your ass kicked or not. i died a lot, and not in a “i learned what to do better next time” kind of way, just in a brute force kind of pointlessness. The scale of the objects and level also seems off... you’ve got this huge attack copter in these tiny caverns, banging into stuff all over the place. this also impacts the pacing. this game is paced kinda like a puzzly platformer (slow), and has keys (?) and light physical puzzle elements (shoot the key into the chute? with a helicopter? huh?) and “press the button” stuff. ok. but the theme of the game and the analog gameplay is trying to be an fast, smooth shooter (i think). it’s just a total mismatch. The humor is great, i seriously lol’d at the hamburger of life in the broom closet. and the outside graphics are nice. I started the second level with this lovely ice world with all this great detail in the background... then you shoved me back into a cave. Why? in this attack copter thing i wanted to zoom along the surface wasting everything. if the tutorial misrepresents the meat of the game it needs to be redesigned. it doesn’t sell this thing at all. where’s the big kaboom as promised on the label? honestly if you turned this thing into the best remake of Choplifter or Desert Strike of all time it would be rad.
And Defender required you to press a button to change directions like this game. It's a design choice, and while you may not feel it's the right one, there's ample precedent.
Thanks all for the great feedback! The turn around button is something I've been debating. I wanted it for the 'advanced' player (retreating while firing). So maybe I could add an option that could be turned on, but the default would be to have auto turn. @Obiter, thanks so much for the super detailed feedback! Got a lot to think about! I'm curious if a good portion of the confusion is that it's a helicopter / space ship? Do you think it'd make a better match if it were more like a flying space suit? I was definitely influenced by shoplifter and wanted to make a much deeper game. I like your suggestion that more explosion needed. There are definitely some ahead of you, but it sounds like there's some itch'n for some explosions earlier
Just offering an alternative viewpoint, and I accept no one has the same opinion about anything. A big draw for me is flying a helicopter through tunnels! Forget the flying suit idea. A helo makes more sense for transporting people and lifting stuff. Yes, they are fiddly to control, as is the game at first, but soon becomes second nature. After some practice and route learning I can fly through the tunnels faster than a speeding ferret. Similarly the weapon aiming gets more precise. From the levels I’ve seen so far I like the mixture of slow and fast pacing, the puzzle elements interspersed with shooty areas. Good to have a break from relentless combat. So, a combination of Defender and Choplifter. What could be better? As a personal preference I’d prefer the spin button to be located at bottom right screen as I use it a lot, also the missile button to be right screen along with the others. It would be helpful to have an indication of missions which have been completed (Edit- Ignore that comment. I guess it’s because I used the code that all missions are showing as unlocked.) Now I have to figure out how to deal with this Ice Elemental!
Redeemed 68276991, thank you for the opportunity to place this in full. Only played the tutorial so far and while I don't have a good "sample" of gameplay yet it's fun so far.
@Asp Thank you for more detailed feedback, especially about buttons which I'm super keen to optimize better. My wife is asking I make them better, and rearrangement I think is the next thing I want to work on. @Obiter I'm adding an 'auto turn' mode now. Thanks for that feedback. Incidentally, it matched my wife's feedback, and when I hear 2 people with the same feedback, my ears perk up a lot. Hoping you have a release of that today (probably take til tomorrow to get through review). Question for you all - should auto turn be on by default? My gut is 'yes' because I want to bias to the average gamer, not to the advanced one. The advanced one can turn it on. Would love to hear thoughts. This would also simplify the tutorial because I could remove one thing to learn.
On marketing - what games do you think would catch the ear of most gamers if I were to draw comparisons? I've heard choplifter, defender, and desert strike -- which of those do you think is the most appealing? I personally LOVED the game Armor Alley, but I recognize most people don't know what that is.
Always go with what your wife suggests! Choplifter meets Defender should resonate with most people of a certain age.
It does have MFI controller support! I'm hoping it actually works well . I only have 1 MFi controller to test this with, so please let me know if anything is broken or if you have feedback about button placement.
Redeemed code 97263645, thanks! Seems pretty interesting so far! One thing I'd say is that in the tutorial, when the your engineer robot friend first talks about what the buttons on the right do, I didn't even notice that one of them was flashing green. Maybe use a more obvious flashing that takes up more of the screen to call attention to those buttons?
I've gotten a few comments (here and elsewhere) about the controls being difficult. Any thoughts on how to improve this? Or better yet, how to improve the learning curve / set expectations well? It seems once people get used to it, they like them and they allow very competitive control, but in the beginning people seem to get a little frustrated. One thought I had was to give a little auto-aim to the controls in casual mode so that it "cheats" a little in your favor.
Claimed Code 53636314 (5th one down in your list). "Question for you all - should auto turn be on by default?" I think so, or as others have suggested, make it larger/more prominent as it is used frequently. "I've gotten a few comments (here and elsewhere) about the controls being difficult. Any thoughts on how to improve this?" The blaster control button being on the ship to fire seems awkward for me. Having it nearer to the edge of the screen as a sort of 'rocker switch' that would still retain the ability to change firing angles? Also, I'm not sure how involved this would be, but being able to customize the position & size of the controls would be helpful. Just some initial impressions while playing the tutorial. Looking forward to more....