Guntech Adventures Utopos Guntech is a space action shooter, which allows you to collect and equip space ships, haul cargo and fight against enemi… Free Buy Now Watch Media DetailsGuntech is a space action shooter, which allows you to collect and equip space ships, haul cargo and fight against enemies. Guntech brings the best of the old classic shoot'em'up games to the modern era with stunning graphics and touch controls. Information Seller:Utopos Genre:Action, Arcade Release:Aug 15, 2020 Updated:Oct 29, 2020 Version:1.57 Size:837.1 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Guntech is an insanely fun retro-style arcade shooter, a "shmup" or "shoot 'em up" where you navigate a space ship, blast enemies, haul cargo and solve missions. Guntech has been optimized for iOS and touch screens, providing smooth 60 fps action with beautiful 3D graphics! The missions range from simple collect-what-you-see to search and rescue, and the game even features a racing mode. Cruising with the rocket ship is a lot of fun. Collect cool rocket ships, customize yours with weapons, shields, radar and other equipment! The game is released, but in some ways this is just the beginning of the journey. I plan on providing constant updates with new levels, and other improvements. The Developer story My name is Jani Penttinen, and I created this game. I've made games all my life, and this game is in fact a remake of my very first published game fro 1993. That game was called Utopos, and it was released on Atari ST. This resulted in an amazing career in game development. In the end I worked at Westwood Studios, the number one game studio in the world at the time, working on Command & Conquer franchise (here's my full history as a game developer) Over the years I lost the passion and somehow drifted to doing something completely different. About three years ago, I was talking to my young kids. I had given up game developed several years earlier, so they had no idea I had ever made games. For them I was working the most boring business job, and they couldn't be less interested in my work. Somehow I mentioned that I used to be a game developer... You should have seen their faces! It's almost as if I told them their dad used to be a rock star. Suddenly I was cool. We talked for a long time, and I ended up downloading Unity (which I had never used before), and tinkering something for a while. Then I asked my daughter to draw a game character on paper. We scanned it, and I imported it to the little app I had running. All of a sudden, the little character she had drawn on a piece of paper was jumping on the screen! She was so excited! The next day when she came from school, the first thing she said was that she wants to make games with me again. And so we did some more tinkering, but it quickly became obvious that my skills were lacking. Kids are not very patient, and if I need to keep learning stuff all the time, they lose their interest. So, I decided that I need to re-learn how to make games. I had a long history as a professional game developer behind me, but I had never made mobile games, and I had never used Unity. In order to learn everything, I figured that the best course of action would be re-creating the first game I had ever made, from start to finish. That is why this game was made. I figured it would take about 3 months, but it ended up taking 3 whole years! Granted, at that time I was working full time somewhere else, so I only had nights and weekends. Sometimes I had to take couple months off to do other stuff. But here we are now - the game is finished, I have quit my job and I am all-in full time game developer wannabe rock star once again! Please enjoy Guntech Adventures! I have put a lot of love into creating it: https://apps.apple.com/us/app/id1527055204 Anotherkellydown, slarti88 and djstout like this. djstout Well-Known Member Jul 21, 2011 2,685 105 63 Sportscaster & football (soccer) coach Taiwan & Japan #2 djstout, Sep 1, 2020 Looks great and already downloaded it. Question, how does the iap work? Is it possible to unlock the entire game (premium)? Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #3 Jani Penttinen, Sep 1, 2020 Thank you! That is a very good question. Originally the idea has been that the Steam (PC/Mac) version will be premium, however I haven't quite decided on how to do it. I actually think the collectible nature of the game is quite fun, so I would not want to grant full upgrades at once in the premium version either. I'm open for suggestions though. Would you be interested in a premium version for iOS? psj3809 Moderator Jan 13, 2011 12,972 722 113 England #4 psj3809, Sep 1, 2020 Had a go, not bad. Would want a button to fire though as i found it weird tapping on the asteroids. Also i just wanted to get past the tutorial and to just play the game. An unlock IAP would be good to make it into a premium game MetaGonzo likes this. MetaGonzo Well-Known Member May 7, 2009 1,459 271 83 #5 MetaGonzo, Sep 1, 2020 100% all of this basically. I do like it but I won’t be playing anymore unless a regular fire in the direction I’m facing option is added. What I love is that there’s substantial rewards for going off piste in the tutorial (only played up to the first asteroid to shoot). I’m a sucker for that kind of thing and it is to be encouraged! I shall keep an eye on this in the hopes of an option of a fire button. Jstorm Well-Known Member Feb 2, 2020 1,082 474 83 Male Employed Earth #6 Jstorm, Sep 1, 2020 Some feedback. Needs a fire button. Just auto aim the closest target. Tapping the target covers too much area of the screen. I rather prefer the gun shooting at limited angle from the ship’s nose, rather than 360. Is there a firing sound? I barely noticed it. My iphone8 gets dim after 20 secs or so. Seems to be a symptom when too much load is on the phone. Maybe ultra is too much for iphone8? Sliding menu is cut off for the right most item (weapons and coin store). Needs a description for the Silver VIP or something. squarezero Moderator Staff Member Patreon Silver Dec 10, 2008 13,716 1,240 113 Male Chief Strategy Officer Salem, Massachusetts, USA #7 squarezero, Sep 1, 2020 Now, let’s not be disingenuous. Do you really think there is any way to ethically justify charging $100 for consumable gold coins on a game like this? To be clear, the $100 IAP gets you 25,000 coins, which is just enough to buy one (the most basic) ship. And a single run (so far) nets you about 50-75 coins — that’s about 500 runs to afford a single ship, assuming that you buy no new weapons or upgrades. (Oh, and there is a $8.00 VIP IAP that gives you unlimited lives and no ads — but coins are extra). Clearly, your game’s progression on mobile is designed to maximize IAPs. Collecting ships is only fun if you don’t feel like you are being fleeced. Obviously, you need to find a way to monetize your game to fund development and make a living. But this is not the way to do it, not if you respect your players. Quoad, djstout and anthony78 like this. anthony78 Well-Known Member Nov 13, 2015 3,128 704 113 #8 anthony78, Sep 1, 2020 Yeah, not even going to give this a try with that IAP approach. You can most definitely have a premium game and unlock collectibles through progression. This is insulting. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #9 Jani Penttinen, Sep 1, 2020 Hmm I don't understand. I'd say a very small percentage of people pay for IAP in general, so the idea is that you play the game, earn rewards / coins, and unlock things using the coins. If the premium gives you all the ships and weapons at once, you'd lose progression as all the early levels would be too easy with the powerful weapons you have. The IAPs only speed up the progress if you want, but the idea is not that you would be able to "beat" the game too easily. Am I misunderstanding something? My goal would be to provide a great experience even if you never buy any IAP. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #10 Jani Penttinen, Sep 1, 2020 That is the way it used to be early on, that there was a fire button and the range was limited, but it was a little frustrating because you cannot turn the head without also moving. It would almost need a second joystick for just turning, OR alternatively a second joystick that controls the turret while also firing. I'll try something. The Silver VIP is basically unlimited lives without having to watch ads, but I called it a VIP as I was thinking of adding some other stuff too, as maybe extended daily rewards so you get more coins daily. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #11 Jani Penttinen, Sep 1, 2020 Well if you feel that the progression is designed to maximize IAPs, then I have not succeeded. Most people don't pay for IAPs and for me it is very important that the game should be fun without paying. That's almost the only way for game to be popular, that people play it and like it and tell their friends about it, as I don't have the kind of marketing budget available to get eyeballs using paid ads. Maybe there needs to be a substantial reward for completing levels? I don't want to add too many coins for collecting as that gets old pretty quickly. The coin collecting is there in the tutorial just to guide the player which way to fly initially. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #12 Jani Penttinen, Sep 1, 2020 I can totally add a fire button. There was one, but I didn't like it so I removed it. Could easily be an option though! MetaGonzo likes this. ironsam80 Well-Known Member Dec 14, 2010 1,151 34 48 #13 ironsam80, Sep 1, 2020 If you want an example of how to implement an almost perfect control method for games like yours... take a look at Space miner... I think the movement and the firing/mining is quite similar to yours, but also a style in the vein of classic dual shooters maybe could work... just some suggestions if they can help... adin and Jani Penttinen like this. djstout Well-Known Member Jul 21, 2011 2,685 105 63 Sportscaster & football (soccer) coach Taiwan & Japan #14 djstout, Sep 1, 2020 I’ll be super honest with you, I don’t like the 100 dollars iap, I have kids at home and it’s so easy for them to tap on it and let me pay for it, it happened in the past with my daughter, she found a way and I ended up having to pay. Jani Penttinen likes this. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #15 Jani Penttinen, Sep 1, 2020 Oh wow, that is bad. I don't really expect people to pay for that, but many games seem to have some high end IAP levels so I added one too. As you can maybe tell, this is my first mobile game so many things I am doing just by experimenting and seeing how it goes. That is something I should maybe remove now that you mention it, as I don't realistically think anyone would be intentionally clicking it. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #16 Jani Penttinen, Sep 1, 2020 Oh right, I just took a look at Space Miner. The same controls would definitely work for Guntech as well. In fact, what they have is similar to how you control Guntech on a PC using keyboard. Left/right rotate, and then you have thrust and fire. I'm not totally sold based on playing for a while, but that could be because I am used to the other way of controlling. I'm almost thinking if I should offer an option to choose the control scheme and provide 2-3 different ways. adin likes this. ironsam80 Well-Known Member Dec 14, 2010 1,151 34 48 #17 ironsam80, Sep 1, 2020 This by far the best solution!!! adin and Jani Penttinen like this. Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #18 Jani Penttinen, Sep 2, 2020 Thank you very much for the feedback everyone, you are helping me make this game better. I added an option to enable the fire button, and in fact I got some great ideas on the shooting UI that I will implement soon. I also made a premium version of the game. It is currently in the queue for Apple Review, I'll post it here when it's released. anthony78 likes this. Bloodangel Well-Known Member Jan 19, 2011 1,824 46 48 Retail England #19 Bloodangel, Sep 2, 2020 Reminds me a little of a game called Empire on the Amiga, or was it c64? Jani Penttinen Active Member Sep 1, 2020 27 10 3 Male Game developer Las Vegas https://www.janipenttinen.com #20 Jani Penttinen, Sep 2, 2020 Empire on Amiga was a turn-based strategy game, so probably not what you mean. Not sure of a C64 game, could be? I never had a C64 unfortunately. This game is a direct sequel to 1993 Atari ST game called Utopos, which I also developed. And that game was inspired by early Atari ST games Thrust and Oids. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 3 1 2 3 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Looks great and already downloaded it. Question, how does the iap work? Is it possible to unlock the entire game (premium)?
Thank you! That is a very good question. Originally the idea has been that the Steam (PC/Mac) version will be premium, however I haven't quite decided on how to do it. I actually think the collectible nature of the game is quite fun, so I would not want to grant full upgrades at once in the premium version either. I'm open for suggestions though. Would you be interested in a premium version for iOS?
Had a go, not bad. Would want a button to fire though as i found it weird tapping on the asteroids. Also i just wanted to get past the tutorial and to just play the game. An unlock IAP would be good to make it into a premium game
100% all of this basically. I do like it but I won’t be playing anymore unless a regular fire in the direction I’m facing option is added. What I love is that there’s substantial rewards for going off piste in the tutorial (only played up to the first asteroid to shoot). I’m a sucker for that kind of thing and it is to be encouraged! I shall keep an eye on this in the hopes of an option of a fire button.
Some feedback. Needs a fire button. Just auto aim the closest target. Tapping the target covers too much area of the screen. I rather prefer the gun shooting at limited angle from the ship’s nose, rather than 360. Is there a firing sound? I barely noticed it. My iphone8 gets dim after 20 secs or so. Seems to be a symptom when too much load is on the phone. Maybe ultra is too much for iphone8? Sliding menu is cut off for the right most item (weapons and coin store). Needs a description for the Silver VIP or something.
Now, let’s not be disingenuous. Do you really think there is any way to ethically justify charging $100 for consumable gold coins on a game like this? To be clear, the $100 IAP gets you 25,000 coins, which is just enough to buy one (the most basic) ship. And a single run (so far) nets you about 50-75 coins — that’s about 500 runs to afford a single ship, assuming that you buy no new weapons or upgrades. (Oh, and there is a $8.00 VIP IAP that gives you unlimited lives and no ads — but coins are extra). Clearly, your game’s progression on mobile is designed to maximize IAPs. Collecting ships is only fun if you don’t feel like you are being fleeced. Obviously, you need to find a way to monetize your game to fund development and make a living. But this is not the way to do it, not if you respect your players.
Yeah, not even going to give this a try with that IAP approach. You can most definitely have a premium game and unlock collectibles through progression. This is insulting.
Hmm I don't understand. I'd say a very small percentage of people pay for IAP in general, so the idea is that you play the game, earn rewards / coins, and unlock things using the coins. If the premium gives you all the ships and weapons at once, you'd lose progression as all the early levels would be too easy with the powerful weapons you have. The IAPs only speed up the progress if you want, but the idea is not that you would be able to "beat" the game too easily. Am I misunderstanding something? My goal would be to provide a great experience even if you never buy any IAP.
That is the way it used to be early on, that there was a fire button and the range was limited, but it was a little frustrating because you cannot turn the head without also moving. It would almost need a second joystick for just turning, OR alternatively a second joystick that controls the turret while also firing. I'll try something. The Silver VIP is basically unlimited lives without having to watch ads, but I called it a VIP as I was thinking of adding some other stuff too, as maybe extended daily rewards so you get more coins daily.
Well if you feel that the progression is designed to maximize IAPs, then I have not succeeded. Most people don't pay for IAPs and for me it is very important that the game should be fun without paying. That's almost the only way for game to be popular, that people play it and like it and tell their friends about it, as I don't have the kind of marketing budget available to get eyeballs using paid ads. Maybe there needs to be a substantial reward for completing levels? I don't want to add too many coins for collecting as that gets old pretty quickly. The coin collecting is there in the tutorial just to guide the player which way to fly initially.
I can totally add a fire button. There was one, but I didn't like it so I removed it. Could easily be an option though!
If you want an example of how to implement an almost perfect control method for games like yours... take a look at Space miner... I think the movement and the firing/mining is quite similar to yours, but also a style in the vein of classic dual shooters maybe could work... just some suggestions if they can help...
I’ll be super honest with you, I don’t like the 100 dollars iap, I have kids at home and it’s so easy for them to tap on it and let me pay for it, it happened in the past with my daughter, she found a way and I ended up having to pay.
Oh wow, that is bad. I don't really expect people to pay for that, but many games seem to have some high end IAP levels so I added one too. As you can maybe tell, this is my first mobile game so many things I am doing just by experimenting and seeing how it goes. That is something I should maybe remove now that you mention it, as I don't realistically think anyone would be intentionally clicking it.
Oh right, I just took a look at Space Miner. The same controls would definitely work for Guntech as well. In fact, what they have is similar to how you control Guntech on a PC using keyboard. Left/right rotate, and then you have thrust and fire. I'm not totally sold based on playing for a while, but that could be because I am used to the other way of controlling. I'm almost thinking if I should offer an option to choose the control scheme and provide 2-3 different ways.
Thank you very much for the feedback everyone, you are helping me make this game better. I added an option to enable the fire button, and in fact I got some great ideas on the shooting UI that I will implement soon. I also made a premium version of the game. It is currently in the queue for Apple Review, I'll post it here when it's released.
Empire on Amiga was a turn-based strategy game, so probably not what you mean. Not sure of a C64 game, could be? I never had a C64 unfortunately. This game is a direct sequel to 1993 Atari ST game called Utopos, which I also developed. And that game was inspired by early Atari ST games Thrust and Oids.