Thanks for the preview! Glad it wasn't objectionable. I hope the polished, release build is much better. News! I submitted Swipey Rogue for review to the App Store this morning. It feels nice to let go of it! I was hoping to submit a week and a half ago, but I found some issues and there were still a bunch of little things that were nagging at me. I addressed all the issues and snuck in some extra polish where I could. So the current "anecdotal" estimate for review times based on appreviewtimes is 6 days. We'll see how it goes. I hope there are no issues. Recent tasks While fixing a couple bugs that showed up at the end, I put a little bit of time into adding some extra pizazz and animated movement to the menu events. I wanted to make the prize minigame more satisfying, and I wanted to emphasize that beating challenges in Challenge Saga gives you gems. Here's a couple work in progress shots I took while I was developing. Promo stuff I have only made development videos so far (devlog type of stuff). I need to make some proper marketing / promotional videos next. I'm working on getting the Android leaderboards and achievements working so that version is ready. When that's sorted I'm going to make some trailers. I've started experimenting with short clips on Vine that I can share on twitter. They don't embed here, but you can check out the links if you'd like. I've made 2 so far. Challenge Saga, Gadget Area clip: https://vine.co/v/eHinVTPQE3z Challenge Saga, Frozen Area clip: https://vine.co/v/eHH1h0ZvgU3
Yes, hopefully! I'm trying to wrap up the Google services for the Android version in the meantime. If I can get both out the door on the same day, that would be awesome. We'll see, I'll keep you posted. Here's a new vine (Challenge Saga, Dodging plasma balls and pools in the Magic area): https://vine.co/v/eHx1UmB205u
Thanks! Crazy News! I'm stopping the app evaluation because I couldn't resist adding a new feature. I know, I know, feature creep. Trust me, I'm the guy who always talks about scope and feature creep. I'm laughing over here. But it's cool! Code Redemption System I made a code redemption system for the game. I wrote a server back end, made a new menu screen, and coded up all the save / load functionality for the system. I'm super stoked on this. Here's a quick pic: How do they work? - I configure prize codes on server outside of the game code - I set timeout on each prize code, so they're only active for a period of time - I share prize codes online, saying how long they'll be active - You enter the prize code in the game, get prize - (same code can only be used once per player) Why's it cool? - I can make new ones whenever I want and share them online - Great way to give away free stuff in the game - I can make prize codes for gold, gems, and packs of spells - For spells, I can even specify exactly which perks and which values they have - I can continue to interact with players (you!) after the game is shipped I'll post a demo video shortly. I'm happy I'm adding this. I think it's kind of great. I like the game so much more for it now. 1 day delay, but worth it IMO.
That's a pretty awesome idea. Always love a dev that loves adding new features # Care to add a like 5 minute gameplay video in your next post?
Good idea! I'm uploading the demo video for this "Redeem Code" system right now and, unfortunately, it doesn't have any gameplay. But I'll make one tomorrow! Which mode do you want to see? Challenge Saga, or Free Running? Here's an older gameplay demo of Free Running mode (4 1/2 minutes, missing some new features, outdated UI art): Subscribe to the TouchArcade YouTube channel
Prize Code Redemption System Demo Ok, here it is. I made a quick video to demo how the prize code redemption system works. I can't express how excited I am for this feature. The motivation was somewhat accidental. I submitted the Android version of the game to a "pre-register app" to see how much interest it would get. Most games that do that offer in game rewards (through prize codes) as a thank you for pre-registering. I didn't have any rewards like that because I didn't know how to do it. When I started researching it and came up with an idea of how I could do it, I realized I could pull it off and it would be a shame for it to miss the iOS launch. So ya, I just went for it and made it, and I'm going to re-submit to the App Store. I cancel the App Store review at the beginning of the video! LOL I think we can have some fun with this feature. And, it can become the foundation for a future system to do daily/weekly special drops from enemies or loot crates and stuff like that (post launch update, I promise no more delays). Subscribe to the TouchArcade YouTube channel
App Status I resubmitted the app for approval this morning. We'll see how it goes. I'm glad I added the extra feature. It gave me time to find a few little bugs that had evaded me, and a chance to polish those last little annoyances. New Screenshots I've been spending all day updating my press kit with new media. I've replaced all the screenshots with new, crispy, high res versions featuring all the final art that's in the game now. Here are a few shots of utter pwnage in Free Running mode.
Final Beta Build Live for Testing I decided to set my final submission build live to my testing group also. So everyone who was on the beta test list all along will get a sneak preview of the final build as a thank you for helping out. Prize Codes! To celebrate submission, I'm giving away in game prize codes so everyone who is testing can get a big reward thank you from me. Go to Main Menu --> Try Get Prize --> Redeem Code LOTSAGOLD - gives you 100,000 gold LOTSAGEMS - gives you 1000 gems (enough to unlock everything) LOTSASPELLS - gives you 12 awesome spells These can only be used once per install. They will stay active until release. Enjoy!
Those screenshots look absolutely gorgeous! And pretty badass. Wow. Haha When you obtain spells do you have them to use for good? Could you name a couple spells that damage enemies and explain what they do a little like the one in the first screenshot from the previous page.
Thanks! I hope people enjoy it. Hey, glad you like the screenshots! Great questions. You get spells as rare drops, or from the random prize machine, or from codes. They are single use. You can pick a spell from your collection when you start a run in Free Running. The ability in the screenshot is the Chain Damage perk (spells are groups of perks). I added the lightning effect and a zapping sound and it got really satisfying! Spells vs. Perks explanation Just FYI, here's the full breakdown of what spells and perks are and how they work: - In Challenge Saga mode (non-random, hand designed challenge rooms) you have no perks, you hit for 1 damage, and enemies hit you for 1 damage (you get first strike, you both take turns hitting until one dies or you flee). There is no crit, miss, block, counter, or abilities. Everything is predictable so you can do challenges (high score, speedruns, etc) with no variables. - In Free Running mode (randomly generated mazes of randomly generated rooms), you start every run with no perks and default stats (like Challenge Mode). However, you gain xp for exploring mazes and killing enemies. When you rank up, you earn perks that buff you and give you abilities. - Perk List: chance block, chance counter, counter damage amount, chance crit, crit damage amount, chance leach (leach enemy health on attack), leach amount, chance chain (chain damage to other enemies on attack, as seen in screenshot on previous page), chain damage amount, chance health chest spawn, chance lootcrate and enemy drop spawn, value of drops from crates and drops, less chance of enemies, chance of easier enemies, less chance of walls, less chance of hazards, chance of revival on death, increased run speed - Getting Perks: Method 1 - Rank up reward. When you rank up, a slot machine style menu pops up. It shows you 3 randomized perks from the above list and let's you pick one that's applied to you immediately. - Getting Perks: Method 2 - Spells. Each spell is a group of perks. You can collect spells and use them when you start a Free Run, giving you perks right when you start your run. - Getting Spells: Method 1 - Drops. They show up as rare drops from loot crates and defeated enemies in Free Running mode. - Getting Spells: Method 2 - The Prize minigame. You can pay 5 gems, or watch an ad to get a spin on the Prize minigame. It gives you a random reward: gold, gems, or a spell. - Getting Spells: Method 3 - Redeem a code on the Prize minigame menu to get spells (codes are for gold, gems, or spells)
Screenshot Saturday! I made a pack of new screens to update my press kit (any and all press, large or small, bloggers, casters, tubers, streamers, letsplayers: feel free to contact me!). I'm happy these ones can be high res now that all the UI art is finished. Enjoy! If I'm lucky... I might be releasing this next weekend, still waiting.
Trailer Video Render Tests Hey everyone. I'm going to make a couple trailers this week for Swipey Rogue. I began with some tests on Vine. Quick little 6 second clips to figure out a general style. I posted those links earlier but they can't embed so I merged them into a single video and put it on youtube so I can embed it here. This is just a render test. I'm going to be using this sort of style for the trailer. I like seeing the second layer in the background blurred and zoomed in like that. I find it works good for portrait orientation games. I got the idea from other portrait game trailers and previews. Subscribe to the TouchArcade YouTube channel Still lots of work to do. I need to record proper gameplay highlight clips, and then animated their placement with accompanying text, music, and perhaps voice. Should be fun. I enjoy video production work. I shoot and edit skateboarding, total solar eclipses, and electronic music events for a hobby.
New Screenshots - Free Running flow Select the areas to include in the randomly generated mazes Select one of your starting spells from your collection Dive in and lay waste!
Here you go! 6 Minute gameplay capture (HD) of a run in Free Running mode. Everything starts slow and scales up quickly. I didn't go that far, but I wanted to keep the video short(ish), so I didn't continue. I can upload a new one another time of a high level run (maybe like the last half of a really high level run or something). Subscribe to the TouchArcade YouTube channel
Awesome video, thanks a lot! Awesome to hear there's another electro fan here too ## I really can't wait for release.
No, thank you! Great idea. It's time to get more game captures. I'll do a couple more, then I'll have lots of content that I can pull clips out of for my official trailers. Getting excited. I love doing video work. Game Status: I submitted the final build to the App Store on Friday. The status still says "Waiting For Review". I have received strong advice from most helpful people that I should release on a Thursday. So, if it goes through by then it might be out this week. But if not, then it will be next week (if it's approved by then, fingers crossed it goes quick). On the day it releases, I'll post some codes here for in game prizes as a thank you to everyone who has been supporting this thread. Then I guess I'll have to abandon this thread and start a new one in the normal iOS games forum (not sure how to do that yet).