Hello People I would like to introduce our next game to you. Its called Splash Damage, and its an arcade, physics-based, survival game. The objective of the game is to survive for as long as possible (by not drowning in the two pools of liquid on the screen). This is complicated by the fact that the platforms keep bringing up some blue liquid, while the red one keeps oozing. Consuming blue liquid makes you heavier, consuming red will make you lighter. What is the status of the game The game is in active development and the build that you see here is only a week old. Everything is in very early stages and the game will feel difficult and not polished. We are working on that, but we are also sharing it here because we want to develop the game along with our players. Nothing has been done about the art in the game yet. In the final version, the liquids will look like liquids and behave exactly like them. Also the player will not be just a green square. There will be a character and sufficient visual feedback. We also plan to have lots of customizable power ups in the game. We are giving away 20 promo codes below, which are for version 0.3 of the game. We have just submitted the version 0.4 on the store to get it reviewed and have further promo codes. Promo Codes Update: since these all are used, 10 new codes posted at the end. More will follow, in time. JKT7JWMLRARY 4HA6WTNJFWFF HT7HLNFXJPFX W3FWKT9W4HEM 3YE4F96NJLJE ENYHJYPKFETJ 7EMFPE3KLJLA MWFAE9PTLYJP YFJPHENFT3HL 4N3PTH7NENK6 E47PHMLJ7Y7A 6LAAR36LMWYL WNNMW6L79LKF KTMAYRAJ74AH KPKHFL3APX33 6J9JXKP4M446 KHJEXAXA7AY7 EKFTR3PJJH7E 7THP4RLNNY3R RF939AEN799K Changes in upcoming version We have just submitted an update of the game on the store for review. Version 0.4 includes Game Center (so that we can log scores) and improvements to player movements. About Input In the final version, the game will have three controls schemes: 1. Gyroscope-based Tilt controls (not implemented yet) 2. Touch-based Tap to move controls (implemented but not perfected yet) 3. Swipe-based Horizontal Movement (not implemented) To move in the current builds, you need to tap on the left and right edges of the screen. Tap and hold to move longer, but don't swipe. Screenshots
Played a few rounds: - I kind of like the little green square. Gives the game a nice minimalist/abstract style - I think it's confusing to figure out how much of one liquid you need to balance out the other or how light/heavy you are at the moment. I think the current visual indication is not clear enough. One suggestion could be for your cube/character to be transparent and you could see how much red or blue liquid is inside. This would make your current state very visually clear and could look cool visually with the liquids sloshing and shifting inside as you move - Are there more hazards/obstacles planned or will the core gameplay simply be dropping from platforms and managing your liquid intake? Stuff like spikes, saws, lasers, etc. could add a more deliberate focus to the gameplay, as you'd also have to decide which platforms to land on and when to fall and maybe change your density to not be destroyed by lasers. Stuff like that But I understand if you want this to be a pure simple experience - Controls feels solid and responsive. I like the look of the title screen and the quotes are an interesting touch Interested to see how this game progresses
We are still trying to figure out the best possible visual feedback for character weight. We are right now changing the color of the character, but eventually we might play with the shape of the character. The character will get some expressions and life as well. While the idea of showing the liquid inside the character is pretty cool, we are already doing way too many particles physics.. and it will only get complicated when we start doing shaders for all the visual effects. We'd like to keep these to a minimum so that we may support many devices. We have been thinking about Hazards and Obstacles, but we dont have a very clear decision yet. We have a lot of work pending on the UX. We will have a profile section where you will have a lot of statistics, with which you can challenge your friends. We'd like this game to be simple to pick up but it should constantly engage and challenge the player in it's life cycle.
Ok I just played it and unfortunately it isn't the kind of games I am good at so I can't really write a good review, sorry about that. The game is fun and the game play is good, the difficulty is pretty high tho, so for someone like me (with the genre), it's pretty frustrating, but that's good as if the game was too easy, it wouldn't be fun.
The games feels difficult because we are still working on the progression a lot. There is absolutely no logic written yet to control the difficulty curve in the game. In coming updates we will have those in place as well, and that will help in having a contiguous experience. We showcased the game recently at Casual Connect Asia 2014 in Singapore and a lot of players found it addictively hard.. some compared its difficulty to Flappy Birds (not sure if that is a good thing )
As an aside: You can also follow the game on Facebook and help us spread the word about it <3 Facebook Page: https://www.facebook.com/SplashDamageGame
Since all the previous codes are used, here are 10 more. 9JHTJ9PJH47A A9JYPRRNJTYK HYJTYY77L7XP E3J4399FWYPE XJ3FKYAF79PN PMYHHJ3LEMNP XRXTENKTLEJL NFNYXKP7ET4M 74YT77W439RW ERL3J6YFA994 Do leave a comment when you redeem any, so that I can strike them out here
Since the game is in active development right now, the first thing for us was to quickly ensure that the game plays exactly the same on iPod Touch, iPhone and iPad. That is why the letter boxing happens on the iPad right now. That ensures that the physics simulation remain the same, otherwise the game becomes much easier on the iPad. Having said that, it is only a temporary solution. As we start working on the art and UX, we will re-approach this problem and solve it wholistically. But, yes, that will take some time.
We just pushed an update to the game, version 0.4 of the game will be available soon as an update on your devices.. What's new? Some fixes to how the liquids behave; it is still far from perfect Changes to how the platforms are being generated Some sense of progression, the game changes some elements according to your play everytime the screen flashes purple Game Center now logs score so you can challenge other beta players or compete for best score (the current best is 1493 by me three power-ups: extra life, points chest, weight reset A note about Power-ups The current power-ups implementation is incorrect. In the final game only one power-up will be active at a time. If you pick a different powerup, while you already have one, it will be replaced by the new one. This will be implemented at a later time. Meanwhile, go ahead, break my score
There seems to be some problems with our integration of game center leaderboard. Did any of you try the game? Were you able to see the leaderboard?