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Hello,
I have had this idea for quite some time now, and seeing I have 0 knowledge when it comes to mobile app development, I decided to give it away.
I DO NOT want any amount of money from anyone, I am just giving you the idea so that I can play it (because as I imagine it, it should be kickass).
First off, I want to make some points clear:
- There are no games on the market that utilize the same idea that I am about give.
- After having searched Google's Marketplace (now dubbed Play Store) and Apple's App Store, I couldn't find a game with similar demands.
- The developer should have a solid background of good graphical games before taking this request.
- The game should be given the graphics it deserves ( I am not asking for a game with graphics like Asphalt 6, just with good graphics.)
- Numerous levels and a Survival Mode with varying difficulties are necessary.
- I don't want the game to be exclusive to me [of course], you can go ahead and put it on the Play Store, and even implement it on iOS and WP.
Sneak Peak of the IDEA:
- The idea uses the accelerometer in a way that hasn't been (fully) used before.
- No on-screen controls
- Accelerometer will be almost abused
- 2 or 3 axes gameplay ( initial idea covers 2, plus 3rd axe easily addable) based on the idea.
- There have been "similar" good games that use the accelerometer (like Speedx 3D), and I believe [with the correct development] this game can achieve the same level of awesomeness.
(I said "similar", because even though it's the same "big picture", the movements would be quite different, which result in different user experience)
Important notices:
- I am not saying this game will be revolutionary, unique(maybe?), game changing, or that it will sell/be downloaded more than Angry Birds, but it's a good idea.
- If it wasn't given the graphics it deserves, it will be just "another game in the market"
- The idea is of course an important part of the Game creation process, but is nonetheless a small part, and the one that demands the least amount of work. The developers will have to do most of the work.
How to get your hands on the idea:
- In order not to have it open for the public eye, and lose it's appeal and exclusiveness for developers, I will only send out the game upon request.
- Only 3 requests at a time will be permitted. (to insure exclusiveness for the developers)
- With the requests, you should send your Company name*
- Upon receiving the request, I will verify that the developer has made at least one quality game (from graphics and smoothness' PoV). The number of downloads does not matter.
- If the developer had indeed quality games, the idea + game implementation will be sent.
- Upon receiving the idea, the developer can decide to keep it, and work of it, or desert it.
- If he deserts it, the request will be sent to another person who's on the waiting list.
*: State your company's name along with the games you think would give off a good impression.
If not found in your account, proof might be needed to connect you with your company (to prevent identity theft) [usually a post in the beta or games section of your game/companies' name would suffice]
Am I a source you can "trust":
- I don't know why that'd matter, but I have been giving feedback/ new ideas to big companies for the past 2 years.
- I occasionally get positive replies.
- I [think I] have caused a couple of changes in Google +
- I am ready to support you during the development process, regarding ideas you might need, or further implementations.
I will give out the idea, plus two potential implementations of the game (how it would work and what it should look like, you are free to follow them or do as you wish).
Waiting for your PMs.
Sincerely,
GM
Wondering How To Kill Time And Be Productive At the Same Time ? :silly:
Download Our App And Kill Some Time While Sharping Your Basic Maths Skills.
Kids on the other hand can use it and improve and learn Maths by the trial and error method.
When you are done, you can press the back button and see how much did you actually got right.
App Lets You Practice General Math Questions Based On Difficulty Level And The Type Of Questions.
Practice Questions based on
- Addition
- Subtraction
- Multiplication
- Division
- Or practice random type Questions with Bring It All!!
Every category has 4 difficulty levels - Easy, Normal, Hard and Extreme.
GET IT ON GOOGLE PLAY FOR FREE
https://play.google.com/store/apps/details?id=com.arvisapps.math
interesting app
Really nice idea for an app. Finally you won't waste time playing games but will learn something instead
Hi community!
Instead of reading news, this time I write one: My second game, AirMadness has been released on Android! It is an endless plane game where you must avoid obstacles for as long as you can. It is free and available on the PlayStore
Tell me if you like it or not!
Ju
where are the links not seeing where ican down load the game
kingofkrunck said:
where are the links not seeing where ican down load the game
Click to expand...
Click to collapse
hear that game once
You forgot to add a link to the Google Play store
Get the game here . If OP don't mind i add it
Can you show us the 9gag post? And why are people writing in the comments that they were coming from 9gag?
Nice graphics!
Hi everyone!
For reasons I don't fully understand (well, anti-spam policy), I couldn't post any link or pictures, so thanks a lot @kirito9 for adding the link.
About the 9gags comments, well, I'm an avid 9gagger (it ruins 1 hour of my sleep every night...), so I decided to show off my game to the community and ask them for update's material suggestion. And I got a LOT of ideas coming from it:
9gag.com/gag/agNjPGw/this-is-airmadness-a-little-game-i-made-i-d-like-your-suggestions-for-next-planes-environments-please
Feel free to do the same and suggest planes and/or environments ideas!
Cheers!
Julien
I must say the idea is a bit overused, but I really liked the graphics. A lot.
When I played it I failed to see some type of qualitative progression. A great improvement would be to change the scenes dynamically as if they were levels (sky then sea then land then volcanoes then...) but it might take you a lot to add many scenarios with other objects than rocks. Maybe with other landscapes you can add moving objects and increase the variety.
Meanwhile, if Unity supports tilt movement you can add it.
Hope you find it useful!
@randomlabs Thanks. For sure, the concept isn't new. It's really really close to a "Race the Sun" for example, but I wanted the environments a bit more real, less etheric.
I plan on adding more environments and planes. A "story" mode, where you have to finish all levels in a row with at least 2000 points is a very good idea. I'll consider that kind of udpate.
Julien
About me:
Hello!
My name is Ilya.
And I apologize in advance for my bad English.
I am the creator, programmer and designer in my small studio: Thevisioline
Throughout my life I have been helping many people: from simple advice, to great actions. I always liked to help people. But, for obvious reasons, I can not help anyone who addresses me. But one day I had an idea: almost everyone has smartphones, so why not help a large number of people with this help at the same time?
I had knowledge in programming and founded a studio to create applications on the phone - it was not a problem. But what is the studio without its own product? At this point, I decided to approach this topic from the other side: a mixture of the game and the application in one small game. So my studio appeared, and with it my first project: Endless Food.
Game description:
Every day for two months I worked on Endless Food. And even now, five months after the release of the game, work continues on it.
Let me tell you more about my game: Endless Food is a mixture of game and application. The main task was to make a game that would be useful and interesting.
So what can Endless Food help people? Can it, for example, give a second life or give immortality?
It certainly can not give immortality, but in emergency situations it can help, and often, it can save a life for you or someone around you. My first creation is able to train people in such necessary skills as Reaction. Incidentally, the game helps you to think through your moves in advance and make a decision instantly.
When you first start the game does not give you a path by which you can develop the necessary skills. It is just a tool for gaining knowledge. The game gives you only an opportunity, but how you use it, start playing and improving your skills, or you'll delete, you decide only yourself.
The user who just started the game, first of all sees how the hamburger tries to escape from the fork, moving on the plates. In appearance, mindless occupation, but do not rush to make hasty conclusions. To score more than 20 points at the very beginning will be problematic enough and only by training the necessary skills, the player will begin to correctly evaluate all his actions and possibilities, and only after that the user will be able to gain more and more points. But, despite the first successes, in order to develop these skills at the proper level, it is necessary to play this game for at least 15 minutes a day for 2-3 weeks. After this period, the player will restore these vital skills.
There are two modes in the game: Classic and Back and Forth. Each of the modes is responsible for training different skills:
- Classic - suitable for those users who feel that the reaction they have at the proper level. In this mode, the player controls the speed of the hamburger: slows the hamburger or accelerates, thereby using not only the reaction, but also the speed of decision making and the speed of thinking about the consequences. In order to gain in this mode as many points as possible, you need to think through each step.
- Back and Forth - will be more useful to beginners. This, so to speak, the first step in restoring the required level of reaction. In this mode, the hamburger and fork move in the same direction at the same speed, but at any moment the plug can change its direction. The task of the player is to have time to click on the screen, thereby changing their direction.
Endless Food will be useful not only for the younger generation, but also for a more adult audience. Because a person is over 40 years old, care begins to deteriorate, he becomes more diffused and does not have such a quick reaction as in his youth. But, after a very short period of play for 2-3 weeks, even an adult will begin to feel better.
You probably wonder where the calculations came from, if you need to play at least 15 minutes a day for 2-3 weeks? From the moment of development to the release of the game, we conducted many tests on different groups of people, in order to determine the optimal time for training. The game was tested on 50 users from different age categories. 44 of which showed an impressive result. For the remaining 6, we increased the playing time to 20 minutes per day, and after 2 weeks they showed a much better result, although it did not reach the previous 44 users, but it proved that our game can help people of all ages.
The graphics also made a special approach: our goal was to make the graphics simultaneously stylish and pleasant, to attract both young and older audiences. Therefore, we chose the approach to use low polygonal graphics, thus the game became less demanding to the power of the phone, but the graphics remained at a decent level. On the main screen and during the game, it was decided to use as few distracting elements as possible, thereby completely immersing the user in the game.
The game also has a table of records, thereby giving the player to compare their successes with the successes of other users of Endless Food.
The game is free, but the game has unobtrusive advertising, which is necessary for further research in this direction and creating more games.
Addition:
Endless Food is the first, but by no means the last, mixture of the game and the application, in the meaning of which is the help to people. New projects are already being prepared that can help a person in all sorts of life situations.
I want to help as many people as possible using games in their devices. Telephones now have almost everyone, but not everyone can find the necessary information in it. With our games, all the vital information the user can acquire and train through the phone.
To understand if such an approach is necessary for people, we need to get as many downloads and, as a result, feedback. Once in the top on xda-developers, we can quickly get a large number of reviews and complete the game, if necessary. After that, I will immediately start creating new projects and will be able to help even more people.
I plan to gather a team of like-minded people with whom we can do more large-scale projects aimed at helping people. At this stage of development, I need to get into the top xda-developers, after which Endless Food will immediately receive a lot of downloads and reviews! I'm sure that this type of games will become more useful for users every day.
Once again, I apologize for my English.
Thank you in advance and thank you for your time.
Best wishes to you!
Thevisioline
Download: t(dot)co/2zPlbh0fmB
Hi everyone! I’d like to tell you the story about the creation and release of our first game. I will tell you a little about our company’s background and the difficulties that we encountered during the development. I hope our story might be useful to you too.
It all started a few years ago when my brother built up a team of like-minded people who were eager to create, and this was then expressed in the creation of animation and computer graphics for various projects. The team eventually grew, as well as the number of orders from clients. Then there was a point when we decided to create our own game project. Thus, we began a long preparation process. Unfortunately, our existing knowledge base was not enough to start the project. New volunteers joined the team, the learning process started, and the project began to acquire its first outlines. The result was a prototype of Crocks Hunter, a 2D platformer.
The plot of the game was as follows: Crocodile-aliens arrive on Earth to steal the Moon from earthmen. The main characters of the game (a boy or a girl, depending on player’s choice) must go through six different locations (desert, jungle, lava, water world, ice jungle, and fairy forest), and catch — not kill, the game is absolutely violence-free and child-friendly — all the Crocodiles into boxes which are used sometimes for some puzzles, and then defeat the final boss. One of the graphics features of the game is that 3D character models were rendered into 2D to make more complex, natural and fancy animations and to keep the high quality of the overall picture, along with a light-weight installation file.
Initially, the project was planned to be released for mobile platforms, but as the development progressed, it was decided to release it for PC, and then for Nintendo Switch. This was due to several reasons. Firstly, mobile game publishers are into the free2play game model, for which platform games are not quite suitable, although we figured out how to monetize the game, and to draw the player’s interest to micro-transactions. Secondly, in order to enhance the visuals of the game with various effects, we would have to sacrifice the performance. Therefore, it was more interesting to release the game on PC and consoles but at a set price. One of the publishers suggested that we release an update with six levels and two bosses once a month. Thus, it would be possible to retain the player for a long time, but so far we have not tried this model. Although, who knows, maybe you will?
We temporarily froze the Crocks Hunter project but did not abandon it. We are writing new documentation, and designing new levels. We are open to cooperation with investors and publishers to make a global bestseller together.
Currently, we are working without an office, so the whole team works remotely. In order to complete the project and make it at a high level, we would need to gather all the team members in one place, and this requires funding. So we started looking for investors. Many publishers appreciated the great potential of the game but would invest in the project after it being fully fledged and ready for release. As it turned out, Russian investors are afraid of the gaming industry, and they are completely unready to invest in it. Perhaps, this is due to their not understanding the potential and the specifics of the industry. Many foreign investors simply don’t work with Russia. At some point in our search for investors, we were stumped. The team could no longer work on pure enthusiasm. Some team members quit. Some began to slow down the main process, saying that they’d prefer to take orders as before than “work for the fairies and unicorns”. But some determined team members still believed in the project and continued to create it. So this is how the PUSHINGAMES company was created.
Unfortunately, there is no “book for dummies” on how to achieve success from the beginning to end in video games industry. The information you may find on the Internet is very superficial. Therefore, look for according courses, literature, or even better, find some competent mentor who will guide you. Our mentor was a game designer Konstantin Savochkin
One evening, when we were discussing some details, we decided to create a little something to distract ourselves, and came up with the “Quick Week” project. The main goal of which was to create and release one mini-game within a week. It took a couple of days to write game design documents and calculate P & L. Meanwhile, our artists already made the first sketches and prototypes.
We really like the examples of the Nintendo and Marvel universes when the story of one character is woven into the story of another, thereby creating fascinating endless worlds. Maintaining the heritage of the “Crocks Hunter”, we chose the main character to be a crocodile. The result was Jumping Crock: Jellyfish Attack, an arcade retro jumper for mobile platforms, designed in the style of space comic books of the 80’s .
Download link on GooglePlay: Jumping Crock Jellyfish Attack
In total, we spent around $600 to create the game, excluding licenses and developer accounts. We spent most of the budget on localizing the game and its description in 12 languages, including Russian.
To do the translation job, we chose a small but very responsible team — Locnloader a pool of freelance video game translators with 8 years of experience and voice over actors collected in one place. They specialize in indie-games and such small teams as ours, and that affects the price in a good way. For a reasonable price, they did us translations within 2 days. Moreover, they helped us with the ASO description text and edited it to sound a little more adequate, which is sometimes hard when it comes to repeating many same keywords in one small text. What I personally liked is that their team manager had some understanding in game design (and even took a course in it), and a little in ASO. That’s what I call speaking the same language!
We are very proud of the music in our arcade in particular. We love rock! There is 8-bit Space Rock music in the game. It was written by a wonderful musician, composer, and our cousin Yevgeny Protopopov. The music takes you back to the past, especially if you played Battle Toads and Tanks as a child.
Since we created the project with our own money, the payment to our specialists for the work done was extremely symbolic and incommensurable with the level of their professionalism. Therefore we are immensely grateful to our team and believe that without them we wouldn’t succeed.
In order for the project to be successful, it is very important for the team to have a Team Lead, who could drive this train, per aspera ad astra. In our team, that would be my brother Nikita.
Many companies could have achieved well-deserved success, but they never reached it, stopping halfway through. The history of the company with the fruit on the logo is the lodestar for us on how to do things.
Of course, you always want to do something unique and ambitious like Crash Bandicoot. You might want to make the game more complex by adding many different features and mechanics, but it’s better not to do so. Make it easy! The process of creativity absorbs you. You always want to add something else, when almost everything is ready. It’s best to concentrate on the main idea and actually bring it to life, and after the release, just make an update. By making game updates after the release, you maintain players’ interest and make your app appear at the top of the search results in application stores. In the long-term development of your project, it’s very important to take a detached view. Do beta and alpha testing. Of course, this is a bit like parent-teacher nights at school, when they scold your beloved child, and it can be painful, but it will be good for you.
We made our game free-to-play. We were looking for ads SDK for a long time, and we stopped at the companies:
● Appodeal
● AdMod
As the saying goes, “Creativity is great, but sometimes hunger takes over”. The most important thing is to remember who we are doing this for. We believe that a player should stay immersed in the game as long as possible, without being disturbed by ads in the heat of the moment. And of course, you can’t go without them at all. Use all available services of GooglePlay and AppStore, in-app ads, Achievements, and Leaderboards.
After we published our game in stores, the hardest part began — promotion. Promoting the project itself is also very important. You can create a masterpiece, but in order for it to become a bestseller, you got to try your best. How can you do it when there is no budget? To accumulate link mass, you can write articles in the media and various forums. But as practice has shown, there is nothing better than word of mouth. Bloggers, YouTube and streamers are such goodwill ambassadors. Each of them makes game reviews in their particular style. Find the one you like and persuade them to do a review for free. However, you are unlikely to have luck on this one (we haven’t). Russian bloggers ask for two to three times more money than their foreign counterparts, by the way.
Before releasing your game, create your info channels and use cross-references between them. It works! We use:
● Facebook
● Twitter
● Youtube
● Instagram
● Yunoia
● Bridget Loker
● Telegram channels and chats.
Now let’s get to the final part — working with app stores and how we published our game.
Google — everything is quick and easy. The main thing is to make an agreement with your conscience and not to sign Coppa.
AppStore —an application is being checked for a long time. It feels like an eternity. But in fact, it takes a week for them to check it, despite them saying 24 to 48 hours.
Amazon — quick and easy.
AppScater — as soon as you publish on the main stores, you can start invading Greater China. Appscater is there to help you.
So it goes.
P.S.
Once again I want to say thank you to my team. And please, don’t forget to try and play our game
The author of this article and chief marketing officer, one of the brothers, Artem Pushin.
Love your journey from starting to till today. Thanks for your post. :good:
Сongratulations on the release! I would like to read about promotion steps, if you did any, except social networks cross-references..
Love it!