Ako Ako is a new-age platformer inspired by old-school video game classics.Run (and jump) your way through 15 chal… $1.99 Buy Now Watch Media DetailsAko is a new-age platformer inspired by old-school video game classics.Run (and jump) your way through 15 challenging levels spread across 3 unique worlds, whilst trying to collect hidden gems along the way.Unlock new abilities, outfits, and other secrets as you progress through the game.Purchase the game once to unlock all content. There are no ads or in-app transactions in Ako.Gameplay trailer: https://www.youtube.com/watch?v=0m9Hhf3JN-QAko website: http://www.ako-game.com Information Seller: Genre:Adventure Release:Feb 06, 2017 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal Hey everyone. So for the past couple of years I've been developing Ako- a platformer for iOS (and Android), and I'm proud to say it's finally finished. I've taken inspiration from a lot of classic video games, and tried to put my own spin on it. The game itself is pretty difficult - so be prepared for some frustration if you want to complete it..! Gameplay trailer: Gameplay gifs: Gameplay gif 1: https://gfycat.com/TepidCoolAnkole Gameplay gif 2: https://gfycat.com/BiodegradableComposedHornedviper Website: http://ako-game.com Lite version: There's also a lite version with a few levels from the full game, if you'd like to try it out for free: https://itunes.apple.com/us/app/ako-lite/id1198795094mt=8 I'd love for some people to play it, and I'd love to hear any and all feedback you have about it. So please give it a go Jean pierre Well-Known Member Mar 24, 2017 320 2 18 #2 Jean pierre, Apr 8, 2017 Would have been an instant buy if it was compatible with ios 8 Kitcheone Member Apr 7, 2017 11 0 0 #3 Kitcheone, Apr 8, 2017 Ahh, sorry I'll take a look and see if I can get it working on iOS 8. The only reason I didn't was because I had nothing to test it on. Jean pierre Well-Known Member Mar 24, 2017 320 2 18 #4 Jean pierre, Apr 8, 2017 nice to hear that! you will be amazed to see how the sales will increase if you do that. Jean pierre Well-Known Member Mar 24, 2017 320 2 18 #5 Jean pierre, Apr 8, 2017 I tried the game on an ipad air 2 under ios 9.0.2. it is too hard for me, I am stuck at the 4th level. it'is too hard to trigger high jumps. Kitcheone Member Apr 7, 2017 11 0 0 #6 Kitcheone, Apr 8, 2017 First up - thanks for trying it, and thanks for the feedback. Yeah, it is hard (although it used to be much harder!). I think I might tweak the jump system a bit, as a lot of people are jumping too early after letting go of crouch, which doesn't get you enough height. At the moment you have to wait a bit, to let the upwards momentum build, before jumping. I'll try some things and see if I can make it a bit easier / more satisfying to play. There's a lot of levels and content past world 1, so I guess it is still too hard in level 4 and 5, as I don't want people to give up before seeing some more of what the game has to offer. Also in other news I've just built it for iOS8 and up. I need to test it out on some devices to make sure it still works OK, but hopefully it'll be running on iOS8 soon! Jean pierre Well-Known Member Mar 24, 2017 320 2 18 #7 Jean pierre, Apr 9, 2017 Last edited: Apr 9, 2017 Good roadmap ! I'm eager to see the improvements. I'm sure this game has a lot to offer. it is worth not to give up. I will give my feedback afterwards. Kitcheone Member Apr 7, 2017 11 0 0 #8 Kitcheone, Apr 9, 2017 Thanks so much for the kind words - it really means a lot to me I'm uploading a build now that has tweaked controls (easier high-jumping!), and iOS8 support. I'll run it through some tests first, but hopefully will have it released in a week or so. I'll update on here when it's live, so you can give it a go Jean pierre Well-Known Member Mar 24, 2017 320 2 18 #9 Jean pierre, Apr 12, 2017 Hello, the update came today to french appstore. Thank you very much, the controls are much better and I could pass a certain obstacle in the level 4. I will test your game more deeply this weekend. Good job! Kitcheone Member Apr 7, 2017 11 0 0 #10 Kitcheone, Apr 12, 2017 Thanks so much I was about to post to say the update is live - but you've beaten me to it..! Let me know how you get on with the later levels, and what else you'd like to see added or changed. sobriquet Well-Known Member Patreon Bronze Jul 30, 2015 1,216 1 38 #11 sobriquet, Apr 12, 2017 Last edited: Apr 12, 2017 In level 3 you have to turn around at the finish line and jump up on to a platform. If you don't stop before you hit the finish line it's level over, try again. This doesn't feel like an obstacle in itself just a pain in the ass when trying to collect all of the crystals. Level one is the same way. These "turn around or end your level" areas are not fun. Jean pierre Well-Known Member Mar 24, 2017 320 2 18 #12 Jean pierre, Apr 12, 2017 Yes I noticed it... But as for many games I prefer to collect only few gems in order to go a bit further and then to redo the passed levels in order to finish the job properly. Kitcheone Member Apr 7, 2017 11 0 0 #13 Kitcheone, Apr 12, 2017 Last edited: Apr 12, 2017 Interesting point. I agree with what you're saying - I don't want it to be annoying if you clip the end gem by mistake.. I think level 1 is OK, because there's quite a lot of room, so it's more a "can I find the crystal / reach it", rather than "can I avoid the end gem". I'll extend the platform at the end of level 3, so it's harder to accidentally end the level. Thanks for your input. Really interesting to get outside view points - it's eye opening for sure! EDIT: I've updated level 3 so there's some more space before the end gem. That'll be in the next build Kitcheone Member Apr 7, 2017 11 0 0 #14 Kitcheone, Apr 12, 2017 Last edited: Apr 12, 2017 Haha yeah, that's my play-style too, which is probably where a lot of the level design comes from sobriquet Well-Known Member Patreon Bronze Jul 30, 2015 1,216 1 38 #15 sobriquet, Apr 12, 2017 Oh man, what a terrible way to introduce myself. I'm really sorry for being completely negative earlier. I was already in a mood and decided to play a game to relax my mind for a minute. Unfortunately for my state of mind I chose your totally unforgiving, hard as nails platformer instead of something where I could just blow stuff up. Haha I did have a good deal of trouble with the two parts I mentioned but I did eventually finish the first three levels with all crystals. You are right about level one, I wasn't thinking clearly. Glad you're making adjustments to level three, that was kind of painful. The game is good and fun. The difficulty is pretty high. Some of the jumps seem impossible at first but I can always tell when I make it that I did so because I got the timing right and not because of any game issues. Controls a maybe a little floaty or maybe it's just the robots physics. He doesn't seem to want to sit still and it can take him some time to stop moving when you let off the button. Is the double jump proximity based? It only seems to work sometimes but always when you need. Do you have to be a certain distance from the ground for it to work? When do the unlockables begin to unlock? Do the costumes change the robots shape or are they just color skins? I may have more questions later but that's all for now. I can't wait to see what the other worlds look like. Kitcheone Member Apr 7, 2017 11 0 0 #16 Kitcheone, Apr 12, 2017 Hahaha, no worries man! Yeah my game is probably not the right choice for a relaxing session...! Good to know you agree with level 1. That end gem is actually pretty damn hard without a certain ability you unlock later, so kudos for getting it already. Maybe it should be easier, or somehow more obvious that it may be easier to come back and get it later on... Yeah it's definitely hard, and that was one of my main aims whilst making it. I love games like Super Meat Boy, Fez, Hyper Light Drifter, etc... It's so very hard to get the difficulty right though, particularly when trying to avoid hand-holding and tutorials. I have massive respect for the all the developers of the games I just listed (and all the other similar hard-but-rewarding games), they totally nailed it. Really interesting point about being too floaty, or hard to come to a stop. That's something I haven't considered in a long, long time. You're right, he should come to a halt much faster. It will help with some of the later levels. (Nobody wants to tap left and right lightly to try and stand still..!) The double jump (or "crouch jump", to avoid confusion) is proximity-based, but also upward-momentum based. So if you're moving upwards whilst jumping, you'll get more height than if you were stationary. The proximity-based nature of it is new in v1.1.0, so probably needs more tweaking. Relying just on upward momentum was too hard - it wasn't at all clear how to do it. The first unlockable is at a suitable milestone of gems/crystals (hint: more than 9, less than 11 ). It doesn't change his shape, so it's just cosmetic. The different "hover ball" skins are quite fun though (in my opinion!). The other worlds have different aesthetics and some new mechanics, amongst other things. Glad to know you want to stick with it Raise anything you think could be improved on here - I'm more than happy to hear suggestions from players, and to try and implement them if possible sobriquet Well-Known Member Patreon Bronze Jul 30, 2015 1,216 1 38 #17 sobriquet, Apr 16, 2017 @ kitcheone, my 7 year old picked up my phone and found your game last night. Thought you might be interested to know he immediately took to the basic bounce and jump mechanic and right away he was hoping off the top of ramps to reach higher places. He's no stranger to video games but he is only 7. If a 7 year old can immediately pick up and play then I would say you have done a pretty damn good job on the controls. I unlocked the first sphere, I definitely like it more than the default sphere . If I may, I would like to make a request. Would it be possible to add a instant retry feature so I don't have to push any buttons to start again? It goes pretty fast as is but even that one button can be too much when you're about to rage, lol. Finally I want to mention the music. I absolutely love it. You took this murderous platformer and used what is probably the most inappropriate, whimsical, orchestral music possibly. It gives the game a very unique feeling while playing. It's very refreshing. Kitcheone Member Apr 7, 2017 11 0 0 #18 Kitcheone, Apr 16, 2017 Man that's so nice to hear - thanks for telling me. That's totally why I wanted to make a game in the first place - genuine reactions from people I've never met before. You can tell your 7 year old that he is the youngest person to play it so far That is a great request about an auto restart. The reason why it doesn't do it at the moment is that you have options for restarting at the last checkpoint, or restarting the whole level. Do you think a small icon appearing the instant you die for a quick restart could work? Or is that still annoying because you have to press a button? Or maybe it could be if you tap the screen at all after dying (when it's fading out) then it'll do a quick restart. What do you think? I'll give both approaches a go this week and see what does and doesn't work. Thanks for the kind words about the music. I've passed them onto my friend who did the music (the music and sounds are the only bits I didn't do myself!), and he is really pleased. Thanks again for all the attention you've given it, and the suggestions you've made. Keep 'em coming if you have any more ideas - the ideas are the hard bit! sobriquet Well-Known Member Patreon Bronze Jul 30, 2015 1,216 1 38 #19 sobriquet, Apr 17, 2017 See Geometry Dash for the best example of an auto restart. There it's a function you can toggle on and off so you can choose. And I would make it auto restart from the checkpoint if it has been reached or the beginning if it hasn't. Kitcheone Member Apr 7, 2017 11 0 0 #20 Kitcheone, Apr 17, 2017 I checked out Geometry Dash - and you're right, a toggle in the pause menu would be great. It's still not gonna be an "instant" restart, as the whole level will need to re-load (to reset movable objects, and some other stuff), but it should be much less painful than having to wait and press a button. Thanks for the suggestion! I'll let you know when it's ready to test (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > 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
Ahh, sorry I'll take a look and see if I can get it working on iOS 8. The only reason I didn't was because I had nothing to test it on.
I tried the game on an ipad air 2 under ios 9.0.2. it is too hard for me, I am stuck at the 4th level. it'is too hard to trigger high jumps.
First up - thanks for trying it, and thanks for the feedback. Yeah, it is hard (although it used to be much harder!). I think I might tweak the jump system a bit, as a lot of people are jumping too early after letting go of crouch, which doesn't get you enough height. At the moment you have to wait a bit, to let the upwards momentum build, before jumping. I'll try some things and see if I can make it a bit easier / more satisfying to play. There's a lot of levels and content past world 1, so I guess it is still too hard in level 4 and 5, as I don't want people to give up before seeing some more of what the game has to offer. Also in other news I've just built it for iOS8 and up. I need to test it out on some devices to make sure it still works OK, but hopefully it'll be running on iOS8 soon!
Good roadmap ! I'm eager to see the improvements. I'm sure this game has a lot to offer. it is worth not to give up. I will give my feedback afterwards.
Thanks so much for the kind words - it really means a lot to me I'm uploading a build now that has tweaked controls (easier high-jumping!), and iOS8 support. I'll run it through some tests first, but hopefully will have it released in a week or so. I'll update on here when it's live, so you can give it a go
Hello, the update came today to french appstore. Thank you very much, the controls are much better and I could pass a certain obstacle in the level 4. I will test your game more deeply this weekend. Good job!
Thanks so much I was about to post to say the update is live - but you've beaten me to it..! Let me know how you get on with the later levels, and what else you'd like to see added or changed.
In level 3 you have to turn around at the finish line and jump up on to a platform. If you don't stop before you hit the finish line it's level over, try again. This doesn't feel like an obstacle in itself just a pain in the ass when trying to collect all of the crystals. Level one is the same way. These "turn around or end your level" areas are not fun.
Yes I noticed it... But as for many games I prefer to collect only few gems in order to go a bit further and then to redo the passed levels in order to finish the job properly.
Interesting point. I agree with what you're saying - I don't want it to be annoying if you clip the end gem by mistake.. I think level 1 is OK, because there's quite a lot of room, so it's more a "can I find the crystal / reach it", rather than "can I avoid the end gem". I'll extend the platform at the end of level 3, so it's harder to accidentally end the level. Thanks for your input. Really interesting to get outside view points - it's eye opening for sure! EDIT: I've updated level 3 so there's some more space before the end gem. That'll be in the next build
Oh man, what a terrible way to introduce myself. I'm really sorry for being completely negative earlier. I was already in a mood and decided to play a game to relax my mind for a minute. Unfortunately for my state of mind I chose your totally unforgiving, hard as nails platformer instead of something where I could just blow stuff up. Haha I did have a good deal of trouble with the two parts I mentioned but I did eventually finish the first three levels with all crystals. You are right about level one, I wasn't thinking clearly. Glad you're making adjustments to level three, that was kind of painful. The game is good and fun. The difficulty is pretty high. Some of the jumps seem impossible at first but I can always tell when I make it that I did so because I got the timing right and not because of any game issues. Controls a maybe a little floaty or maybe it's just the robots physics. He doesn't seem to want to sit still and it can take him some time to stop moving when you let off the button. Is the double jump proximity based? It only seems to work sometimes but always when you need. Do you have to be a certain distance from the ground for it to work? When do the unlockables begin to unlock? Do the costumes change the robots shape or are they just color skins? I may have more questions later but that's all for now. I can't wait to see what the other worlds look like.
Hahaha, no worries man! Yeah my game is probably not the right choice for a relaxing session...! Good to know you agree with level 1. That end gem is actually pretty damn hard without a certain ability you unlock later, so kudos for getting it already. Maybe it should be easier, or somehow more obvious that it may be easier to come back and get it later on... Yeah it's definitely hard, and that was one of my main aims whilst making it. I love games like Super Meat Boy, Fez, Hyper Light Drifter, etc... It's so very hard to get the difficulty right though, particularly when trying to avoid hand-holding and tutorials. I have massive respect for the all the developers of the games I just listed (and all the other similar hard-but-rewarding games), they totally nailed it. Really interesting point about being too floaty, or hard to come to a stop. That's something I haven't considered in a long, long time. You're right, he should come to a halt much faster. It will help with some of the later levels. (Nobody wants to tap left and right lightly to try and stand still..!) The double jump (or "crouch jump", to avoid confusion) is proximity-based, but also upward-momentum based. So if you're moving upwards whilst jumping, you'll get more height than if you were stationary. The proximity-based nature of it is new in v1.1.0, so probably needs more tweaking. Relying just on upward momentum was too hard - it wasn't at all clear how to do it. The first unlockable is at a suitable milestone of gems/crystals (hint: more than 9, less than 11 ). It doesn't change his shape, so it's just cosmetic. The different "hover ball" skins are quite fun though (in my opinion!). The other worlds have different aesthetics and some new mechanics, amongst other things. Glad to know you want to stick with it Raise anything you think could be improved on here - I'm more than happy to hear suggestions from players, and to try and implement them if possible
@ kitcheone, my 7 year old picked up my phone and found your game last night. Thought you might be interested to know he immediately took to the basic bounce and jump mechanic and right away he was hoping off the top of ramps to reach higher places. He's no stranger to video games but he is only 7. If a 7 year old can immediately pick up and play then I would say you have done a pretty damn good job on the controls. I unlocked the first sphere, I definitely like it more than the default sphere . If I may, I would like to make a request. Would it be possible to add a instant retry feature so I don't have to push any buttons to start again? It goes pretty fast as is but even that one button can be too much when you're about to rage, lol. Finally I want to mention the music. I absolutely love it. You took this murderous platformer and used what is probably the most inappropriate, whimsical, orchestral music possibly. It gives the game a very unique feeling while playing. It's very refreshing.
Man that's so nice to hear - thanks for telling me. That's totally why I wanted to make a game in the first place - genuine reactions from people I've never met before. You can tell your 7 year old that he is the youngest person to play it so far That is a great request about an auto restart. The reason why it doesn't do it at the moment is that you have options for restarting at the last checkpoint, or restarting the whole level. Do you think a small icon appearing the instant you die for a quick restart could work? Or is that still annoying because you have to press a button? Or maybe it could be if you tap the screen at all after dying (when it's fading out) then it'll do a quick restart. What do you think? I'll give both approaches a go this week and see what does and doesn't work. Thanks for the kind words about the music. I've passed them onto my friend who did the music (the music and sounds are the only bits I didn't do myself!), and he is really pleased. Thanks again for all the attention you've given it, and the suggestions you've made. Keep 'em coming if you have any more ideas - the ideas are the hard bit!
See Geometry Dash for the best example of an auto restart. There it's a function you can toggle on and off so you can choose. And I would make it auto restart from the checkpoint if it has been reached or the beginning if it hasn't.
I checked out Geometry Dash - and you're right, a toggle in the pause menu would be great. It's still not gonna be an "instant" restart, as the whole level will need to re-load (to reset movable objects, and some other stuff), but it should be much less painful than having to wait and press a button. Thanks for the suggestion! I'll let you know when it's ready to test