Flicky Marble is a Marble Madness inspired 3d platformer. Swipe, drag, and flick to roll Flicky through a series of tricky worlds full of traps and monsters. features over 50 levels spanning 6 worlds collect Star Coins to unlock "Super Skill" movies compete for achievements and speed runs support landscape and portrait orientation optional red/blue anaglyph mode for use with 3d glasses Flicky Marble Easy 8 Software Swipe, drag, and flick to roll Flicky through a series of tricky worlds full of traps and monsters. - features over 50 l… Free Buy Now Watch Media DetailsSwipe, drag, and flick to roll Flicky through a series of tricky worlds full of traps and monsters. - features over 50 levels spanning 6 worlds - collect Star Coins to unlock "Super Skill" movies - compete for achievements and speed runs - support landscape and portrait orientation - optional red/blue anaglyph mode for use with 3d glasses Touch Arcade: "Flicky Marble is a challenging 3D platformer with several nods to the almighty Marble Madness and a control scheme that feels just perfect on the touchscreen" Information Seller:Easy 8 Software Genre:Action, Arcade Release:Jun 26, 2018 Updated:Aug 06, 2018 Version:2.2 Size:64.0 MB TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #2 Stroffolino, Jun 27, 2018 Last edited: Jun 29, 2018 Man, it can take a long time for APPINFO tag to populate. In any event, I'm super happy to finally have Flicky Marble out in the wild - it's been over two years in the making, and I'm pleased as punch to see Game Center activity ramping up. I have tons of ideas parked for possible Flicky Marble sequel/updates, but for now am planning to shift focus to some older half-finished projects from our backlog. Back to Flicky Marble... One of my gripes with some ball rolling games is control. Tilt mechanic always felt clumsy compared to an old school trackball, and even worse with an analog stick/dpad. In Flicky Marble, I've tried to address this by modeling the controls as follows: If you hold your finger stationary anywhere on the screen, a 'brake' is applied to the player marble - cranking up rolling friction. If you hold and drag, a series of high frequency 'micro flicks' are periodically transmitted to the physics engine, giving you fine control over movement without sacrificing physics consistency. If you swipe and release, a billiards style 'flick' will send the marble flying, allowing you to rapidly accelerate the marble to high speed, or just as importantly to quickly change/reverse direction. This is a particularly fun mechanic in the skeeball style challenges built into some levels, where you need to leap to target platforms without overshooting them. And last but not least some subtle secret sauce courtesy of my friend Louis - hard flicks are automatically "quantatized" to the closest of 8 cardinal directions. This helps avoid control interpretation errors while navigating skinny bridges, allowing the player to focus on speed and turn timing. Enjoy! Anotherkellydown Moderator Staff Member Patreon Bronze Feb 10, 2014 4,581 1,134 113 Male CAD Technician I Upstate NY https://youtube.com/channel/UCcvu9xhE7xT-mZrXUZQJr5g #3 Anotherkellydown, Jun 27, 2018 Congrats on finally getting Flicky Marble out there, Stroffolino! Sounds like you used that time wisely. Controls sound great and it looks nice and colorful from the screenshots. Downloading now! Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #4 Stroffolino, Jun 28, 2018 Welcome aboard Anotherkellydown. Looks like you made short work of World#1! A few bits of Flicky Marble news: 1. Trying to sort out an issue with AdMob, that's preventing reward ads from showing up as a free way to continue right where you left off after exhausting lives.. No not the end of the world, but hopefully this will get nailed down this weekend. 2. Plan on submitting an update focused on localization improvements in the next day or two. 3. Android port is almost ready! Anotherkellydown likes this. Stroffolino Well-Known Member Patreon Silver Apr 28, 2009 1,100 8 38 Software Engineer Pennsylvania http://www.northernbytes.ca #5 Stroffolino, Jul 3, 2018 One week in! No clue if they frequent these parts, but tip of the hat to GameCenter users "Spaceman_Bob" and "waffle?" who have managed to complete all the stages! I'm wrapping up first major update, with plans to introduce an "Only One" style survival mode, with enemies and power ups spawning on an elevated disc. (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
Man, it can take a long time for APPINFO tag to populate. In any event, I'm super happy to finally have Flicky Marble out in the wild - it's been over two years in the making, and I'm pleased as punch to see Game Center activity ramping up. I have tons of ideas parked for possible Flicky Marble sequel/updates, but for now am planning to shift focus to some older half-finished projects from our backlog. Back to Flicky Marble... One of my gripes with some ball rolling games is control. Tilt mechanic always felt clumsy compared to an old school trackball, and even worse with an analog stick/dpad. In Flicky Marble, I've tried to address this by modeling the controls as follows: If you hold your finger stationary anywhere on the screen, a 'brake' is applied to the player marble - cranking up rolling friction. If you hold and drag, a series of high frequency 'micro flicks' are periodically transmitted to the physics engine, giving you fine control over movement without sacrificing physics consistency. If you swipe and release, a billiards style 'flick' will send the marble flying, allowing you to rapidly accelerate the marble to high speed, or just as importantly to quickly change/reverse direction. This is a particularly fun mechanic in the skeeball style challenges built into some levels, where you need to leap to target platforms without overshooting them. And last but not least some subtle secret sauce courtesy of my friend Louis - hard flicks are automatically "quantatized" to the closest of 8 cardinal directions. This helps avoid control interpretation errors while navigating skinny bridges, allowing the player to focus on speed and turn timing. Enjoy!
Congrats on finally getting Flicky Marble out there, Stroffolino! Sounds like you used that time wisely. Controls sound great and it looks nice and colorful from the screenshots. Downloading now!
Welcome aboard Anotherkellydown. Looks like you made short work of World#1! A few bits of Flicky Marble news: 1. Trying to sort out an issue with AdMob, that's preventing reward ads from showing up as a free way to continue right where you left off after exhausting lives.. No not the end of the world, but hopefully this will get nailed down this weekend. 2. Plan on submitting an update focused on localization improvements in the next day or two. 3. Android port is almost ready!
One week in! No clue if they frequent these parts, but tip of the hat to GameCenter users "Spaceman_Bob" and "waffle?" who have managed to complete all the stages! I'm wrapping up first major update, with plans to introduce an "Only One" style survival mode, with enemies and power ups spawning on an elevated disc.