Hey all, we just dropped the price of our Ninja themed runner game, Catgirl Shinobi Escape down to free. Great action game for the iPhone, iPod Touch and iPad. Full Disclosure: This is a permanent price cut, I have one ad that runs in game and does not effect gameplay. I also have one IAP to remove ads. I do this to keep games free for users while at the same time supporting my small company to be able to bring out more new high quality games. Here's the download link https://itunes.apple.com/app/catgirl-shinobi-escape/id681625720?mt=8 Also Check out the video!
Catgirl Shinobi Free: A New Ninja Run and Jump Adventure Game Hydraulic Games Legend entails of a mystical ninja called Catgirl Myo - in this exciting game, you can play as Myo on her most challengi… Free Buy Now Watch Media DetailsLegend entails of a mystical ninja called Catgirl Myo - in this exciting game, you can play as Myo on her most challenging mission yet: escaping from an ancient village in the heart of Japan protected by evil Crow Ninjas! This wild and addictive game will leave you on the edge of your seat as you slyly slip past obstacles with impossible precision - are you a true ninja or will you struggle under the heat? Catgirl Shinobi Escape is only for the brave and the daring: time your jumps to perfectly zoom through deadly ninja traps that could determine your fate. Run endlessly through ancient Japan, using Myo’s unique skills to flip, slide and backtrack to avoid dangerous traps set by the perilous Crow Ninjas. In twilight, you must escape the village, running as far as you can! Jump over spinning blades, zoom through sharp guillotines, avoid deadly lightning traps and more - Catgirl Shinobi Escape is a game of surprises - will you be caught? The game is easy to learn yet hard to master: tap and release to jump, but remember: the longer you hold, the higher you will jump! Swipe right to slide forward and swipe left to roll back! Swipe to dash any direction in the air. You can even dash twice! See how far you can go and challenge your friends to beat your high score! Collect the precious Shuriken and use them to customize Myo’s outfit! You can also pick-up mystical orbs to give you a unique power including Ninja Dash, Invisibility, Slo-Mo and much more! Will you become the ultimate ninja? Download Catgirl Shinobi Escape today and find out! - FAST-PACED: Catgirl Shinobi Escape requires finger-dexterity, speed and accuracy! - ADDICTIVE: Stay entertained for hours on end in this endless game of surprises! - CHALLENGING: Avoid dangerous obstacles and escape the formidable Crow Ninjas! - SOCIAL: Unlock all of the achievements and climb the global leader board! - UNLOCK AND COLLECT: Unlock new outfits for Myo, mix and match! Check out the Youtube Video http://www.youtube.com/watch?v=xGTxOp56xAc Information Seller:Hydraulic Games Genre:Action, Adventure Release:Aug 26, 2013 Updated:Nov 24, 2013 Version:1.2 Size:34.0 MB TouchArcade Rating:Unrated User Rating: (1) Your Rating:unrated Compatibility:HD Universal Habakuk Well-Known Member Dec 11, 2008 4,779 9 38 Vienna, Austria http://rossau.wordpress.com #3 Habakuk, Sep 9, 2013 Nasty fullscreen ads to tap away after each death. In-App Purchases for real money. Character gets slow from alone: Death. Deleted. Not recommended. Save your time. Andre Well-Known Member Apr 11, 2012 3,643 2 38 #4 Andre, Sep 9, 2013 Thanks for your recommend. Download it now! Gov Well-Known Member Jun 24, 2013 2,257 0 0 #5 Gov, Sep 9, 2013 That is ok. I try and avoid cartoonish games in general anyway. Unless its really good and popular, when done right. Cynuyt Well-Known Member May 31, 2013 1,980 0 36 http://pine-entertainment.com #6 Cynuyt, Sep 9, 2013 Big sale off. Addicted, love it, i cant put it downl Greyskull Well-Known Member Dec 13, 2009 5,588 1 38 Photographer/Social Sciences adjunct/sweet sweet l Fort Lauderdale #7 Greyskull, Sep 9, 2013 Thanks Habukuk. AnarKitty Well-Known Member Oct 10, 2010 3,654 0 0 Minneapolis, USA #8 AnarKitty, Sep 9, 2013 Wow, that's a damn shame. Looks pretty yummy in the video, but fullscreen ads between deaths and crap IAP? No TYVM. CharredDirt Well-Known Member Mar 9, 2012 200 0 0 Game Designer Bangkok, Thailand http://www.hydraulicgames.com #9 CharredDirt, Sep 9, 2013 Wow, Kinda taken aback by the anti-ad backlash. I personally put over 200 hours into this game and my kids need to eat. I only put ads sparingly in the game, no banner ads, no ads that would affect gameplay and only a single modest IAP. It's honestly the bare minimum I can make the ads appear. Some people will never be happy I guess. Also, if you're dying right away, you either didn't understand the tutorial or didn't spend any time to figure out how to play it. The controls are incredibly tight and most objects are easily avoidable especially early on. You can double roll, dash 360 degrees in the air, dash AGAIN in a completely different direction. By rough calculation, that's 12,960 different move combinations in the air alone and that's without power orb effects. Honestly, it's a really fun game. I've spent countless hours testing it and I still haven't gotten bored of the gameplay yet. Greyskull Well-Known Member Dec 13, 2009 5,588 1 38 Photographer/Social Sciences adjunct/sweet sweet l Fort Lauderdale #10 Greyskull, Sep 9, 2013 Then this must be your first release. I'd use an android device if I wanted ads. /iOS ELITE syntheticvoid Well-Known Member Jun 20, 2010 14,504 124 63 Musician & factory worker. a[V-O-I-D] http://apparentsymmetry.bandcamp.com #11 syntheticvoid, Sep 9, 2013 Might wanna reword some of this... These days, especially over the net, people might take it as you talking down to them... And even though I'm having no issues with the controls... Just because you've played the game so much it's basically an extension of your reflexes through your fingers does not mean that the controls will work well for everyone. If you're going to keep developing on the touchscreen, it's good to learn quick that the more control options you have, the better. Its not always the case that two people play exactly the same or are comfortable in exactly the same way when playing on a device such as the iPhone/iPod/iPad... Best of luck to ya! CharredDirt Well-Known Member Mar 9, 2012 200 0 0 Game Designer Bangkok, Thailand http://www.hydraulicgames.com #12 CharredDirt, Sep 10, 2013 I did't mean to talk down to anyone but I am frustrated. This is my first big release and I've spent over $1,000 of my own money and hundreds of hours developing it. I'm a gamer too and can appreciate a good deal on a game. The reality of the situation is that there are 3 ways to monetize a game. 1. Charging up front 2. Ads 3. In app purchases When you have someone who wont pay for a game and then complains about the other two options, it doesnt leave the developer a way to make money. So, how would you monetize this game while being fair to users? I'll seriously consider changing my strategy if you guys give me some good ideas. nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #13 nightc1, Sep 10, 2013 I'm not at all the market for IAP. I tend to buy what interests me so if you make something that is amongst the gaming genre that I'm passionate about and it has a flat cost to it with no ads or intrusive IAP then I will be happy to buy. Look at Mikey Hooks as an example. It to a full game and two demos of solid gaming to build a following willing to buy the sequel at launch. Making just any ole game isn't going to get it and maybe ad supported is the way to go for you. In the end people actually have to dind a way to be aware that you even made a game. I don't actually mind the way ads are done in this game (by description, I can't run it right now my iPhone is flaking out) at all but just like IAP, it segments your audience. Being upfront and not changing strategies after the game releasing is important. No one ever likes to hear about people buying a game that is converted to freemium ad supported with IAP. The underlying key though is as much as you may create something that you love, others may not get the same joy since they don't also have the added joy of being creative making the game. So get lots of feedback before ever finalizing a game. One game may turn out universally loved enough that you can stand behind it and let it sit at $1.99 or $0.99 and let the community spread the word. In many cases the best people to promote a game are the real gamers. Gamers alone can push a game up the ranks enough that casuals will see it in the charts. CharredDirt Well-Known Member Mar 9, 2012 200 0 0 Game Designer Bangkok, Thailand http://www.hydraulicgames.com #14 CharredDirt, Sep 10, 2013 Wow, your comments really blew me away. I think Mikey hooks is colorful on the surface but actually targets the core gamer as opposed to the casual gamer. I'd say my audience is the same sort of audience so that's a great comparison. Right now I'm making a list of things I could do better and might try to fix them next month when my programmer gets some free time. Right now, my ads aren't doing all that great so they need a serious revision. I'm thinking a reward system at the end with a level summary would be good as well as a control hint section explaining the controls again. I think by the time the user gets through the tutorial, sometimes the user forgets about all the moves they can do. A refresher would do well. Earlier I had bad results with a different paid app but I think there wasn't enough value there to justify the paid price. This time I went with the ad supported version but I think there's enough content there where I could charge $1.99 and have users buy it. I really blew the pricing strategy with this one. Personally, if I'm getting a non-casual game, I'd rather just plunk down the cash up front and not be bothered with ads and other annoyances. Thanks for the comments and thank you to everyone who downloaded my game and gave it a few rounds of play. kioshi Well-Known Member Apr 9, 2011 880 0 0 Brazil #15 kioshi, Sep 12, 2013 There's an IAP ad remover so if the game's good, why are you guys complaining? Unless it's a massive grind like say, Subway Surfers. I haven't downloaded it because I'm at work and only have sucky 3G here. (You must log in or sign up to post here.) Show Ignored Content Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
Nasty fullscreen ads to tap away after each death. In-App Purchases for real money. Character gets slow from alone: Death. Deleted. Not recommended. Save your time.
That is ok. I try and avoid cartoonish games in general anyway. Unless its really good and popular, when done right.
Wow, that's a damn shame. Looks pretty yummy in the video, but fullscreen ads between deaths and crap IAP? No TYVM.
Wow, Kinda taken aback by the anti-ad backlash. I personally put over 200 hours into this game and my kids need to eat. I only put ads sparingly in the game, no banner ads, no ads that would affect gameplay and only a single modest IAP. It's honestly the bare minimum I can make the ads appear. Some people will never be happy I guess. Also, if you're dying right away, you either didn't understand the tutorial or didn't spend any time to figure out how to play it. The controls are incredibly tight and most objects are easily avoidable especially early on. You can double roll, dash 360 degrees in the air, dash AGAIN in a completely different direction. By rough calculation, that's 12,960 different move combinations in the air alone and that's without power orb effects. Honestly, it's a really fun game. I've spent countless hours testing it and I still haven't gotten bored of the gameplay yet.
Might wanna reword some of this... These days, especially over the net, people might take it as you talking down to them... And even though I'm having no issues with the controls... Just because you've played the game so much it's basically an extension of your reflexes through your fingers does not mean that the controls will work well for everyone. If you're going to keep developing on the touchscreen, it's good to learn quick that the more control options you have, the better. Its not always the case that two people play exactly the same or are comfortable in exactly the same way when playing on a device such as the iPhone/iPod/iPad... Best of luck to ya!
I did't mean to talk down to anyone but I am frustrated. This is my first big release and I've spent over $1,000 of my own money and hundreds of hours developing it. I'm a gamer too and can appreciate a good deal on a game. The reality of the situation is that there are 3 ways to monetize a game. 1. Charging up front 2. Ads 3. In app purchases When you have someone who wont pay for a game and then complains about the other two options, it doesnt leave the developer a way to make money. So, how would you monetize this game while being fair to users? I'll seriously consider changing my strategy if you guys give me some good ideas.
I'm not at all the market for IAP. I tend to buy what interests me so if you make something that is amongst the gaming genre that I'm passionate about and it has a flat cost to it with no ads or intrusive IAP then I will be happy to buy. Look at Mikey Hooks as an example. It to a full game and two demos of solid gaming to build a following willing to buy the sequel at launch. Making just any ole game isn't going to get it and maybe ad supported is the way to go for you. In the end people actually have to dind a way to be aware that you even made a game. I don't actually mind the way ads are done in this game (by description, I can't run it right now my iPhone is flaking out) at all but just like IAP, it segments your audience. Being upfront and not changing strategies after the game releasing is important. No one ever likes to hear about people buying a game that is converted to freemium ad supported with IAP. The underlying key though is as much as you may create something that you love, others may not get the same joy since they don't also have the added joy of being creative making the game. So get lots of feedback before ever finalizing a game. One game may turn out universally loved enough that you can stand behind it and let it sit at $1.99 or $0.99 and let the community spread the word. In many cases the best people to promote a game are the real gamers. Gamers alone can push a game up the ranks enough that casuals will see it in the charts.
Wow, your comments really blew me away. I think Mikey hooks is colorful on the surface but actually targets the core gamer as opposed to the casual gamer. I'd say my audience is the same sort of audience so that's a great comparison. Right now I'm making a list of things I could do better and might try to fix them next month when my programmer gets some free time. Right now, my ads aren't doing all that great so they need a serious revision. I'm thinking a reward system at the end with a level summary would be good as well as a control hint section explaining the controls again. I think by the time the user gets through the tutorial, sometimes the user forgets about all the moves they can do. A refresher would do well. Earlier I had bad results with a different paid app but I think there wasn't enough value there to justify the paid price. This time I went with the ad supported version but I think there's enough content there where I could charge $1.99 and have users buy it. I really blew the pricing strategy with this one. Personally, if I'm getting a non-casual game, I'd rather just plunk down the cash up front and not be bothered with ads and other annoyances. Thanks for the comments and thank you to everyone who downloaded my game and gave it a few rounds of play.
There's an IAP ad remover so if the game's good, why are you guys complaining? Unless it's a massive grind like say, Subway Surfers. I haven't downloaded it because I'm at work and only have sucky 3G here.