My First Unity3D Game Unleashed! - Impact Jumper!
And it is in 2D! LOL!
Folks, check out my half cooked, too-early-to-release, Unity3D Physics based game - Impact Jumper.
This is my first released game/app made in a tool other than Basic4Android.
|Impact Jumper - and AWESOME 2D Physics Game on Android!|
1 - You have an ARMv7 device
2 - You have an ARMv6 device with some VFP (some virtual floating point thingy) feature in it.
This is the limitation of Unity3D games.
Go ahead, download the game, play it, help spread the word about it, and do submit a rating :D
The following will make more sense once you've played the game a little.
In all this though, there is the important stuff... lessons learnt and lessons in learning.
Why did I release it so soon?
Well, I am not too confident this game will be found. What would someone search for that will cause this game to pop up in the search result? Currently searching for "Physics Game" shows this game on page 15!
So I decided that I will release the game out so that I can gauge on how well it is received, and to know how much effort I should spend on it. You'd know me by now, I don't encourage making a game that will take months to make, because there is really no guarantee that you will make it with the game.
This game's further progress will be dependent on how it is received initially.
No notification ads, no icon ads, no sneaky permissions. Straight forward RevMob ad only for now. It will have a banner ad in soon too. And that's it.
I hope it will some day get to a state where it has multiple levels and improved all over (I have a gazzilion list of things to do on this game), that it would be reviewed by some good website and make me millions of dollars!
I decided to go with the simplest input one can find on the device, a single touch! One touch is all you need to play the game. Your next platform is always visible, so no scrolling over levels is needed.
2D? Why the rats hairy behind 2D?
|2D is Fun!|
It was a little tough (a.k.a time consuming) doing level 1, as I was learning the tools while developing, and itchy hands kept trying out new stuff and new game prototypes as I went along. Following levels were developed very fast actually.
|Reach the finish line|
In the main menu, I have a mention of desert world coming up. I hope this strategy will get the game not uninstalled as much, which has been rumored to be one of the determining factor for Google Play ranking.
Also, I will be releasing more levels on a weekly basis (maybe even some every few days). Hope this way people will keep the game on their devices a little longer.
No In-App PurchaseWell, Google... what can I say? I am not in one of the privileged countries that Google supports IAP or even sales of the game. I'd love to have the desert levels (and the upcoming theme after that of the ice age, and maybe a Christmas themed level in December) as purchasable. And some heroes (such as a triangle hero, or a more challenging circle hero) as IAP. But, it is not to be I guess.
Once (or IF) I get the game to a more proper stage, I am planning to releasing it for sale on the Amazon app store. How'd that go? It is too far away yet to say, I'll keep you guys and gals posted.
How was it? Hope it is a good enough a start to further develop it.