Kill Me Again Pre-Registration - Android Apps and Games

For those brave souls willing to put their lives on the line, you can sign up for the Merc Center at playkillmeagain.com And read about the people who have already fallen to the rotting hordes in the “Who’s Alive?” journals.
Expand your knowledge of the Kill Me Again world with the microsite. For players who want to extend their Kill Me Again knowledge beyond the scope of the mobile game, they can contribute to the Survivor’s Journal. As the game continues to spread into other areas, more people must come forward and share their survival story in the country, hometown, or on the road.
Sign up for the pre-registration event. playkillmeagain.com

I don't think this belongs in this forum. Your post doesn't even mention an app and it also appears to be self promotion.
Edit: wording and unnecessary quoting

http://forum.xda-developers.com/android/apps-games/attention-post-qa-troubleshooting-t3178095
Thread closed

Related

World War!

Awesome turn based war game. Graphics look pretty good, I am told it is like Mafia Wars, but I have never played that. You get to Level up, add units to your military, add buildings that help you. Any way, I love it and have been playing it as much as I can since I got it.
Add me to your alliance if you join
USA - UN5868
Nice Game, if derivative
Long time lurker, first time poster!
I love this game. No, it isn't new, it doesn't include many innovative features (having played mafia wars, pirate wars, etc. the feature set should be familiar to other users of these games). That said, it takes these old features, packages them in a slick new interface and adds its own twist to a tried and true formula.
The one significant improvement it adds to its predecessors (IMHO a HUGE improvement) is the ability to set a bounty on persons who farm you, thereby identifying them as a target for larger more powerful players to pick off.
Anyway, try it out, you might like it. If you do add me to your alliance, my code is GVCRTY.
Jason
add me GBGV8V
Agreed, a good time killer/waster... 9HFXHK
It is quite addicting.
QDT2QY
Straight port of the iPhone version. Even uses the same iPhone bottom buttons/tabs.
I find they get boring after a while but maybe thats just me
Add me A3XN27
I'm Russia! KHRYPY
A lot like Mob Wars and Mafia Wars on Facebook.
US here - Add me GRQA5H
Germany (DE) - 7ACBP4 plz, add me!
Holy Crap, Don't post on the World War forums if you don't want a **** load of allies. You will get flooded. I have had 30 people add me since I posted both here and there, I wasn't quite ready for it and it put me into a bracket to battle with people above my skill level. I took my alliance number off of the WW forums, but I will continue to add people from XDA. I am going to clear my allies and try to add back everybody who posted here.
Usa - 3gsdd8
Add Me
VH8Qf7. add me guys. thanks
Add me - UK - MT3A2M
Add me as well please.
FNPCAV
GDR3NX Please add me too
KTXS7B germany
AD9Y2M USA only adding people from xda. i still get destroyed when i go into battle with people -.-
I've been stuck since this morning! awesome game, add me if u want expand ur alliance xhxewk
love this game... add me - JY39A8

[FREE] Talking Obama in your mobile

Hi there,
I hope I start this thread in the correct forum directory I want to share with the world a new awesome political parody that can make a day! Have fun together with the US President Barack Obama. He will dance for you and repeat after you! You can make him sleep, jump on the table, fall down, tickle and much more!
The app has tradiotional "talking app" features and an awesome collection of jokes that can make you smile no matter if you like politics or not.
Check it out! The app is completely free, without any in-app purchase mechanism. Find it on Google Play by typing "Talking Obama - Government Gag" (sorry as a new user I can't post links here)

[2.3+][APP][ENTERTAINMENT] Butono

Open Butono, click upon the Almighty Mandala, start wandering around the cosmos of time and space.
Thou will find thyself in front of weird events, for Butono is prepering fascinating visions for thou.
Not much has been written regarding Butono, but the few who have witnessed Him have documented His existence in a book. In order to read His storythou have to enter the maze of the Mandala, clicking seeking fortune.
Butono could make thou pray Him, exalt Him or ask thou to spread His existence throughout others, but He could also send a holy punishment if you bother him too much.
Will thou find the glory and the force to respond the almighty call?
Butono's aim is to entertain the user in any boring or unproductive moment of the day. Such moments are really frequent whenever a smartphone is held in the hands. All you have to do is click on the big geometric Mandala and be carried away by a flow of random images, videos, websites and texts (more than 500 by now) that Butono will send you to. The number of times you can actually click on the Holy Mandala is not infinite. You could earn more clicks either by luck (Butono could be graceful and donate you plenty of clicks) or by praying him. It's not all yet. Coins will be available for the user in order to interact with Butono itself, to insert personal content in the app, to obtain some privileges or even to win some prizes (Gift Cards, gadgets, etcetera).
Who is your God now?
The app is still a beta and it's object of several updates. Any suggestion or any constructive critique is welcome.
We can find us Him on:
PLAY STORE
Searching for Butono
I cant post links sorry.​

[GAME][3.2+] Deductis

A play store search of "deductis" should work. I understand the 10 post limit before you can post outside links, but it might have the unintended side effect of new users posting 10 messages randomly just so they can post a link. I will NOT do that.
Deductis is basically a puzzle game that tests your memory and your deductive ability. Shut the valves off and stop all the leaks. But can you do it without going over par?
We strove to start easy and to gradually increase the difficulty, but only you can judge on whether or not we were successful at that. It's free to download and if you're really addicted to this kind of game play, you have the option to support us by buying some hints. (Hints are awarded along the way as well).
Either way there are some interstitial ads that will pop up every now and then, hopefully not too annoyingly often. (Again, you're the judge on that one. I'd appreciate feedback on that...)
Thanks to all for the opportunity of free promotion. Much appreciated.

How we made the game. Our story.

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!

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