Balrog - an atmospheric underwater arcade game for iOS

Discussion in 'Upcoming iOS Games' started by wilberton, Mar 15, 2017.

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  1. wilberton

    wilberton New Member

    Feb 15, 2017
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    Announcing our new iOS game - Balrog.
    Pilot your ship through a hand-painted world of submerged caves and lost cities.

    [​IMG]



    Launching on iPhone and iPad soon.
     
  2. curiousaaron

    curiousaaron Member

    Feb 27, 2017
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    Art Department Head
    Nampa, ID
    Nice mood lighting and scene depth!
     
  3. wilberton

    wilberton New Member

    Feb 15, 2017
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    Thanks! We really tried to push the atmosphere as much as possible.
     
  4. mzinn

    mzinn Well-Known Member

    Jan 5, 2014
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    Looks wonderful. What else can you tell us about your game?
     
  5. baldeagle86

    baldeagle86 Well-Known Member

    Dec 21, 2013
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    This looks amazing!!!!
     
  6. Lavender

    Lavender Well-Known Member

    Dec 31, 2013
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    Wow. It is like an underwater flappy game.
    I have to admit that I have become a little tired of flappy games. But.... your game has such an atmospheric quality to it, that my faith is renewed. I look forward to the release.

    Will there be levels? Will the background scenery change in different levels? ( if there are different levels)

    More... more.... tell me more....
    :)
     
  7. wilberton

    wilberton New Member

    Feb 15, 2017
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    Thanks for your responses.
    The game is actually now available on the app store: https://itunes.apple.com/us/app/balrog-undersea-challenge/id1215688238?mt=8

    Yes, it's split into levels (there are currently 40, I'm planning on adding more once I've gathered a bit of data on difficulty and so on). New elements appear as you progress through the levels but at the moment the background scenery remains mostly the same from level to level. Again, if the game gets enough interest I'm definitely planning to add a second (and possibly third) 'world' with different graphics for each.

    As for other info - it's built in Unity (development time 6 weeks), and I'm the sole dev (music, art & code).

    It's my first premium game, so we'll see how that goes. When it comes to Android I may make it ad-supported, although that will spoil the atmosphere a little no doubt.
     

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