Link: https://itunes.apple.com/us/app/wheely-world/id1364940359?mt=8 Wheely World Cloudland Studios Choose your favorite world, customize your ride and climb the Endless Runner Leaderboards, or Manage the Mayhem and Race… TouchArcade Rating: Free Buy Now Watch Media DetailsChoose your favorite world, customize your ride and climb the Endless Runner Leaderboards, or Manage the Mayhem and Race to Victory in Royale Mode, the choice is yours! The aim is to complete the challenges, earn stars and unlock new worlds and vehicles. Skillful use of power-ups will help you take down your opponents, all while racing over, under and around the ever changing scenery. You'll never have the same run twice. Welcome to Wheely World! Information Seller:Cloudland Studios Genre:Arcade Release:Aug 29, 2018 Updated:Mar 27, 2021 Version:2.1.1 Size:176.2 MB TouchArcade Rating: User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Subscribe to the TouchArcade YouTube channel JamesG Member Aug 30, 2018 13 2 3 #2 JamesG, Aug 30, 2018 Hi all, I am one of the co-creators of Wheely World and just wanted to say we had a blast building this game and that we have a pretty full roadmap of new content coming, starting with Candy World very soon! We have tried to do something a little different with the endless runner genre and create something that we enjoy playing ourselves when we have limited gaming time. I hope you also get some enjoyment out of it JamesG Member Aug 30, 2018 13 2 3 #3 JamesG, Sep 1, 2018 Last edited: Sep 2, 2018 I thought I would pop back and offer some tips for getting the most out of Wheely World for anyone who might be interested. Drag left and right to steer, swiping and letting go won't work, explained in the next point. If you aren't touching the screen the vehicle travels straight ahead, whether you are on the ground or in the air. Steering is significantly reduced in the air, so to travel sideways in the air be sure to launch into your jump while steering as you keep the sideways momentum (and don't let go of the screen in the air). When your run ends, the world will reset automatically in 5 seconds, to continue evolving the world make sure you tap to place your vehicle fast. Hills that are generated, obstacles and treasure chests that are placed are persistent as the world rotates so you can learn their placements to strategise the best possible run for your current world. Knowing when to reset or continue a world can help maximise your scores. Each vehicle has it's own stats so testing out other vehicles may open up different possibilities. Each world has different obstacle balancing so you may find that specific worlds are more suited to certain challenges and achievements. Candy World is getting very close and I can't wait to share it with everyone Edit: Here's a sneak peak of Candy World https://www.instagram.com/p/BnK36TXhJrz/?taken-by=wheelyworldofficial Asp Well-Known Member Aug 3, 2017 769 196 43 #4 Asp, Sep 1, 2018 Thanks for the instructional post. The game seemed wheely difficult but being aware of the world persistency and resetting makes things easier. I previously thought the obstacles were being continuosly randomly generated. The arcade cabinet background is a good thing. JamesG Member Aug 30, 2018 13 2 3 #5 JamesG, Sep 2, 2018 Hi Asp, I'm glad the post helped There are a few things about the game that aren't immediately obvious and I hope as people learn them it adds to the fun. We are hoping that people approach this almost like a strategy game as much as a twitchy endless runner, I get a lot of my fun from thinking about the world and how best to manipulate my current run. There is also a reset world button at the bottom (during the game over screen) so you can reset immediately if you don't want to wait the 5 seconds. I'm happy to answer any questions you or anyone else has, if you are finding anything difficult or just curious fire away and I will respond as soon as I have time. Thanks for the post! JamesG Member Aug 30, 2018 13 2 3 #6 JamesG, Sep 2, 2018 I just realised that in my notes I mentioned the hills and obstacles being persistent but didn't mention the treasure chests so I have updated my tips. The treasure chests are also persistent but will respawn elsewhere if they aren't collected after a while If you miss one you will have a few more rotations of the world to get yourself into position to collect it before it changes location. JamesG Member Aug 30, 2018 13 2 3 #7 JamesG, Sep 19, 2018 Just in case anyone is interested, we released version 1.0.3 this week which simplified the controls and I think most people will much prefer it. We had some forces being applied to the player by the environment which was an important part of gameplay in an early iteration of the game but in the final version the justification for those forces wasn't obvious enough and so people were feeling like the controls could be unresponsive or over responsive depending on how those forces were applied. Those forces have been removed as they are no longer important and so far the feedback we are hearing about the change is very positive. So if the controls had bothered you then the latest build may be worth a look. Asp Well-Known Member Aug 3, 2017 769 196 43 #8 Asp, Sep 19, 2018 After trying version 1.0.3 I’m not noticing much difference. There may be some small difference, but probably not. Then again there just might be. What are these forces which have allegedly been removed? JamesG Member Aug 30, 2018 13 2 3 #9 JamesG, Sep 20, 2018 The forces were essentially pushing the player down hills, so if you tried to steer into a steep hill you may not move or if you were steering off of a hill you may speed up. One of the issues (I think) was when people touch the screen but don't drag straight away they could get pushed left or right before they start turning which they then need to fight before their real turning begins. The hills ended up being really steep so those forces could be significant. Now when you steer left, the vehicle goes left no matter what. If you don't play with your finger / thumb constantly touching the screen and you drag fast to steer then the difference will be minimal, but for people who play in a way that accentuates those forces then this change is fairly significant. Early on the game play was quite different, the hills were also quite different and being able to go up a hill or not was important. Due to the way we play, the old code didn't have a huge impact but kind of felt cool, but we knew what it was doing and I guess the people we had testing felt the same. In addition to that I tweaked the sensitivity a bit to make sure the vehicle handled better when you were just holding your thumb still on the screen. Anyway, the new changes are a much better fit for the game and I appreciate feedback people gave which lead to us stripping the steering out and doing something fresh. Asp Well-Known Member Aug 3, 2017 769 196 43 #10 Asp, Sep 20, 2018 Thanks for the detailed explanation. Yes, the ground steering is more accurate. The main challenge now is predicting and setting up for the jumps/flying sections due to lack of control while airborne. Most of my runs are terminated by landing on a rock! JamesG Member Aug 30, 2018 13 2 3 #11 JamesG, Sep 20, 2018 Hopefully the update has made the game more fun for you. Predicting the jumps is what we intended to be the challenge so sounds like we have it working as intended for you now One tip for working with the lack of steering in the air is to steer into your jumps where you can. When you launch off a hill (if you keep touching the screen) the vehicle will keep it's sideways momentum for the jump, so you can really launch yourself sideways pretty fast in the air if needed. The second part is that when you let go of the screen, on the ground or in the air, the vehicle will start traveling dead straight. So you can launch hard sideways towards a gap in objects and then when you are in line with the gap let go of the screen to sail straight though. Asp likes this. abbstar Well-Known Member Mar 24, 2018 231 77 28 #12 abbstar, Sep 21, 2018 Just read the update review, gotta say the update has improved the game a bit, I’ll give it a bit more of a go and see. JamesG Member Aug 30, 2018 13 2 3 #13 JamesG, Sep 21, 2018 Thanks abbstar, hopefully you get some fun out of it abbstar likes this. JamesG Member Aug 30, 2018 13 2 3 #14 JamesG, Oct 24, 2018 Hi everyone, Wheely World's halloween update has gone live today and thought I'd post something about it as I feel it's a pretty nice update Along with Spooky World being added we have made a few changes which I think have added some fun game play and improved the user experience a bit. We have added flying vehicles which play significantly different to ground dwelling vehicles. Proper flying has been retro fitted to the plane from Candy World along with being show cased on the witch and ghost ship in Spooky World. Ghosts are also our first obstacles which are interactive, they will chase you down and steal your points away! The UI has also had some reworking, particularly the flow regarding trialing / purchasing of vehicles which was pretty clunky before. Your challenge progress is also constantly visible now. JamesG Member Aug 30, 2018 13 2 3 #15 JamesG, Dec 19, 2018 Hi again, Over the last couple of months we have been working hard in our spare time to take into account all the feedback we've been receiving and push Wheely World forward in a direction that keeps the feel we were after while making the game more interesting for players. We've recently put out a couple of updates which I have been quite happy with so thought I would mention it here. We now have... - Christmas World and sleigh. - Vehicles can now be used on any appropriate world. - Vehicles are unlocked individually and can be purchased for cogs which are collectible in gameplay. - New 3D garage to get up close with vehicles. - New 3D world select. - Global cross platform weekly competitions. - Cross platform friend challenges. Our next focus is vehicle customisation and adding multiple vehicles in play at the same time. Our new trailer is here... Enjoy. JamesG Member Aug 30, 2018 13 2 3 #16 JamesG, Aug 26, 2019 Hi everyone, It's been pretty quiet (publicly) on the Cloudland Studios front for a while but we have been busy Wheely World had a little bit of a rocky start 12 months ago, but we made some quick tweaks and pushed out some updates to add content and try new things with the game flow and UI. We listened to the feedback we received and made a plan to elevate Wheely World from a hobby project for us to a more fleshed out game experience for you guys. Over the last 6 months we have spent our spare time building some cool new features but have also reworked most aspects of the game. Hopefully parts of the game which were a bit hidden have also been exposed in better ways now. The most interesting points look like this... - Our take on Battle Royale. - Multiple vehicles in the classic Runner mode. - Vehicle customisation. - Control over vehicle speed. - Mission requirements for vehicle and world unlock progression. - Various stats are now tracked and presented. Here is some footage showing the new Royale mode. Hopefully if you had any kind of interest in Wheely World in the past (or you are seeing it for the first time) you will really enjoy the new update, we are certainly excited by it. We have plenty more ideas to come and hopefully this update is paving the way for them to become a reality. As always we'd love to hear any feedback you guys have Cheers. James. JamesG Member Aug 30, 2018 13 2 3 #17 JamesG, Sep 10, 2019 Hi again, I promise I won't bother you all with every little thing we do but our new update (2.0.2) added something I thought was worth mentioning. One of our big feedback points from the early releases was that there wasn't enough to do. We worked hard to address that with 2.0.0 adding missions to unlock things, stars to collect, new modes, etc. but we still didn't have much directly on screen telling you "Hey do this" which I think a lot of people like to have. 2.0.2 brings daily challenges with a nice convenient UI button to show you when there is a challenge active and it will subtly pulse letting you know you haven't checked what today's challenge is. Completing the daily challenge will reward you with cogs. We have also added this subtle pulsing to the garage and world select buttons if you complete a mission which would unlock a cog purchase during a run and clicking one of these buttons will take you straight to the thing you unlocked. So while we had added new things, I think it still could possibly have been difficult to notice them if you weren't looking for them, hopefully this update will help people explore the game better. JamesG Member Aug 30, 2018 13 2 3 #18 JamesG, Dec 21, 2019 Hi all, I just wanted to let everyone know that we are giving Sand World a makeover for a week starting on the 24th of December creating an outback Christmas World Our regular Christmas World will also be unlocked temporarily at the same time. Hope you enjoy it while it lasts! (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Hi all, I am one of the co-creators of Wheely World and just wanted to say we had a blast building this game and that we have a pretty full roadmap of new content coming, starting with Candy World very soon! We have tried to do something a little different with the endless runner genre and create something that we enjoy playing ourselves when we have limited gaming time. I hope you also get some enjoyment out of it
I thought I would pop back and offer some tips for getting the most out of Wheely World for anyone who might be interested. Drag left and right to steer, swiping and letting go won't work, explained in the next point. If you aren't touching the screen the vehicle travels straight ahead, whether you are on the ground or in the air. Steering is significantly reduced in the air, so to travel sideways in the air be sure to launch into your jump while steering as you keep the sideways momentum (and don't let go of the screen in the air). When your run ends, the world will reset automatically in 5 seconds, to continue evolving the world make sure you tap to place your vehicle fast. Hills that are generated, obstacles and treasure chests that are placed are persistent as the world rotates so you can learn their placements to strategise the best possible run for your current world. Knowing when to reset or continue a world can help maximise your scores. Each vehicle has it's own stats so testing out other vehicles may open up different possibilities. Each world has different obstacle balancing so you may find that specific worlds are more suited to certain challenges and achievements. Candy World is getting very close and I can't wait to share it with everyone Edit: Here's a sneak peak of Candy World https://www.instagram.com/p/BnK36TXhJrz/?taken-by=wheelyworldofficial
Thanks for the instructional post. The game seemed wheely difficult but being aware of the world persistency and resetting makes things easier. I previously thought the obstacles were being continuosly randomly generated. The arcade cabinet background is a good thing.
Hi Asp, I'm glad the post helped There are a few things about the game that aren't immediately obvious and I hope as people learn them it adds to the fun. We are hoping that people approach this almost like a strategy game as much as a twitchy endless runner, I get a lot of my fun from thinking about the world and how best to manipulate my current run. There is also a reset world button at the bottom (during the game over screen) so you can reset immediately if you don't want to wait the 5 seconds. I'm happy to answer any questions you or anyone else has, if you are finding anything difficult or just curious fire away and I will respond as soon as I have time. Thanks for the post!
I just realised that in my notes I mentioned the hills and obstacles being persistent but didn't mention the treasure chests so I have updated my tips. The treasure chests are also persistent but will respawn elsewhere if they aren't collected after a while If you miss one you will have a few more rotations of the world to get yourself into position to collect it before it changes location.
Just in case anyone is interested, we released version 1.0.3 this week which simplified the controls and I think most people will much prefer it. We had some forces being applied to the player by the environment which was an important part of gameplay in an early iteration of the game but in the final version the justification for those forces wasn't obvious enough and so people were feeling like the controls could be unresponsive or over responsive depending on how those forces were applied. Those forces have been removed as they are no longer important and so far the feedback we are hearing about the change is very positive. So if the controls had bothered you then the latest build may be worth a look.
After trying version 1.0.3 I’m not noticing much difference. There may be some small difference, but probably not. Then again there just might be. What are these forces which have allegedly been removed?
The forces were essentially pushing the player down hills, so if you tried to steer into a steep hill you may not move or if you were steering off of a hill you may speed up. One of the issues (I think) was when people touch the screen but don't drag straight away they could get pushed left or right before they start turning which they then need to fight before their real turning begins. The hills ended up being really steep so those forces could be significant. Now when you steer left, the vehicle goes left no matter what. If you don't play with your finger / thumb constantly touching the screen and you drag fast to steer then the difference will be minimal, but for people who play in a way that accentuates those forces then this change is fairly significant. Early on the game play was quite different, the hills were also quite different and being able to go up a hill or not was important. Due to the way we play, the old code didn't have a huge impact but kind of felt cool, but we knew what it was doing and I guess the people we had testing felt the same. In addition to that I tweaked the sensitivity a bit to make sure the vehicle handled better when you were just holding your thumb still on the screen. Anyway, the new changes are a much better fit for the game and I appreciate feedback people gave which lead to us stripping the steering out and doing something fresh.
Thanks for the detailed explanation. Yes, the ground steering is more accurate. The main challenge now is predicting and setting up for the jumps/flying sections due to lack of control while airborne. Most of my runs are terminated by landing on a rock!
Hopefully the update has made the game more fun for you. Predicting the jumps is what we intended to be the challenge so sounds like we have it working as intended for you now One tip for working with the lack of steering in the air is to steer into your jumps where you can. When you launch off a hill (if you keep touching the screen) the vehicle will keep it's sideways momentum for the jump, so you can really launch yourself sideways pretty fast in the air if needed. The second part is that when you let go of the screen, on the ground or in the air, the vehicle will start traveling dead straight. So you can launch hard sideways towards a gap in objects and then when you are in line with the gap let go of the screen to sail straight though.
Just read the update review, gotta say the update has improved the game a bit, I’ll give it a bit more of a go and see.
Hi everyone, Wheely World's halloween update has gone live today and thought I'd post something about it as I feel it's a pretty nice update Along with Spooky World being added we have made a few changes which I think have added some fun game play and improved the user experience a bit. We have added flying vehicles which play significantly different to ground dwelling vehicles. Proper flying has been retro fitted to the plane from Candy World along with being show cased on the witch and ghost ship in Spooky World. Ghosts are also our first obstacles which are interactive, they will chase you down and steal your points away! The UI has also had some reworking, particularly the flow regarding trialing / purchasing of vehicles which was pretty clunky before. Your challenge progress is also constantly visible now.
Hi again, Over the last couple of months we have been working hard in our spare time to take into account all the feedback we've been receiving and push Wheely World forward in a direction that keeps the feel we were after while making the game more interesting for players. We've recently put out a couple of updates which I have been quite happy with so thought I would mention it here. We now have... - Christmas World and sleigh. - Vehicles can now be used on any appropriate world. - Vehicles are unlocked individually and can be purchased for cogs which are collectible in gameplay. - New 3D garage to get up close with vehicles. - New 3D world select. - Global cross platform weekly competitions. - Cross platform friend challenges. Our next focus is vehicle customisation and adding multiple vehicles in play at the same time. Our new trailer is here... Enjoy.
Hi everyone, It's been pretty quiet (publicly) on the Cloudland Studios front for a while but we have been busy Wheely World had a little bit of a rocky start 12 months ago, but we made some quick tweaks and pushed out some updates to add content and try new things with the game flow and UI. We listened to the feedback we received and made a plan to elevate Wheely World from a hobby project for us to a more fleshed out game experience for you guys. Over the last 6 months we have spent our spare time building some cool new features but have also reworked most aspects of the game. Hopefully parts of the game which were a bit hidden have also been exposed in better ways now. The most interesting points look like this... - Our take on Battle Royale. - Multiple vehicles in the classic Runner mode. - Vehicle customisation. - Control over vehicle speed. - Mission requirements for vehicle and world unlock progression. - Various stats are now tracked and presented. Here is some footage showing the new Royale mode. Hopefully if you had any kind of interest in Wheely World in the past (or you are seeing it for the first time) you will really enjoy the new update, we are certainly excited by it. We have plenty more ideas to come and hopefully this update is paving the way for them to become a reality. As always we'd love to hear any feedback you guys have Cheers. James.
Hi again, I promise I won't bother you all with every little thing we do but our new update (2.0.2) added something I thought was worth mentioning. One of our big feedback points from the early releases was that there wasn't enough to do. We worked hard to address that with 2.0.0 adding missions to unlock things, stars to collect, new modes, etc. but we still didn't have much directly on screen telling you "Hey do this" which I think a lot of people like to have. 2.0.2 brings daily challenges with a nice convenient UI button to show you when there is a challenge active and it will subtly pulse letting you know you haven't checked what today's challenge is. Completing the daily challenge will reward you with cogs. We have also added this subtle pulsing to the garage and world select buttons if you complete a mission which would unlock a cog purchase during a run and clicking one of these buttons will take you straight to the thing you unlocked. So while we had added new things, I think it still could possibly have been difficult to notice them if you weren't looking for them, hopefully this update will help people explore the game better.
Hi all, I just wanted to let everyone know that we are giving Sand World a makeover for a week starting on the 24th of December creating an outback Christmas World Our regular Christmas World will also be unlocked temporarily at the same time. Hope you enjoy it while it lasts!