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Temple of Thumb - WIP

03-30-2015, 01:21 AM
#1
Joined: Aug 2011
Posts: 79
Temple of Thumb - WIP

Greetings!

I am an indie working on my latest project, Temple of Thumb.

Are you sick and tired of playing the same old games as the same old intrepid, hat wearing explorers? Are you nauseated at the mere thought of more gun-toting, stupid enemies that you just shoot over and over?

Well, your prayers have been answered with Temple of Thumb! You have a thumb (hopefully), so why not play as a tight whitey wearing, torch carrying thumb! Explore level after trap-fillled level of action adventure maze puzzles! Death awaits you around every creepy, dark corner as you collect keys and treasure and work your way deeper and deeper into the legendary Temple of Thumb!

The game is still in development but enough is done that I feel comfortable showing a game play demo. Check it out in the video below. Keep in mind that additional animations, music, sound and other gameplay elements still need to be done.



I'd love to here what you think.


Thanks,
Alan

One more video showing some of the various death animations for the game. Enjoy!

03-31-2015, 02:55 AM
#2
I love the artwork. The thumb character is awesome. I have a few questions:

+ How big is your team?
+ What kind of controls do you use?
+ What engine (if any) are you using?
+ When do you think you will be releasing and on what platforms?

Roguebox Studios
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03-31-2015, 12:10 PM
#3
Joined: Aug 2011
Posts: 79
Hi Rogue,

I'm glad that you like what you see. That makes me happy.

As for your questions:

1. My team consists of three people. There is a music composer, a sound engineer and myself.
2. I'll be releasing this on iOS so the controls are simple touch controls. Swipe in a direction to move. If the direction is currently blocked, the game sets it as your desired direction and moves that way when the chance arises. I wanted to keep it really simple.
3. I'm developing using Xcode. I'm doing my animation work in SketchBook (their flip book feature is great for the roughs) and then cleaning up everything in Photoshop.
4. I'm hoping to release in May for iPhone and iPad.

I get a bit more done each day. Since the video was recorded last week, I've incorporated improved enemy AI (they now work with a line-of-sight logic, so you can sneak behind them) pressure switches to deactivate traps, and EatBabies (baby Eat Balls that will alert the bigger ones to your presence).

Here is the icon for the game. I'd love to know what you think of this as well.



Thanks for the interest!

All the the best,
Alan
04-01-2015, 09:34 AM
#4
Icon looks great.

So you are doing the art and the programming? How long have you been working on this game for? How are you going to monetize the game?

Roguebox Studios
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04-01-2015, 11:20 AM
#5
Joined: Aug 2011
Posts: 79
I am doing the art and the programming. I've been working on this game since the beginning of January, so about 4 months now. There was a period in there that I was launching another game, but it has been non-stop on this one since then.

As for monetization, that is a really good question. I plan on having in game currency that can be used to purchase power ups. I'm also planning on having a Candy Crush style life system, so players can pay to recharge their lives. I'm also thinking of using interstitial ads. Hopefully, with those things, I'll be able to make some money from this game. I also just want people to play and enjoy the game. I think that if that happens then the money will come with it. I hope. Of course, if I could end up getting interest from a publisher that could probably make things a lot easier.

Here are a couple of concept art pieces I did that I am considering using a cleaned up version of for the title screen.



04-03-2015, 02:24 AM
#6
Joined: Aug 2011
Posts: 79
Here's another piece of concept art, featuring the Eatballs and some baby Eatballs. In the game, stepping on a baby Eatball will wake up the adults. If you don't like being chased and don't like be eaten, try to avoid squishing them.




I'd comments and feedback. And I'll be posting more gameplay updates soon. I just finished programming another game mode that should be interesting.
04-03-2015, 09:58 PM
#7
Joined: Aug 2013
Posts: 1,065
It reminds me of that popular melbourne transport game dumb ways to die.

Please follow me on twitter @JamesDestined I post lots of development from both my game creation and professional development.
Time to measure - Brain challenge https://itunes.apple.com/us/app/time...820864672?mt=8
The light box, can you solve it (free) (on google play too)
https://itunes.apple.com/us/app/the-...6300?ls=1&mt=8
04-03-2015, 11:48 PM
#8
Joined: Aug 2011
Posts: 79
Oh my god. I've never seen this before. This is one of the best things I've seen in a long time. Thanks so much.
04-05-2015, 03:17 PM
#9
Joined: Aug 2011
Posts: 79
Just finished the programming on a new game mode. Here is a little teaser image. Can you guess what it is?

04-08-2015, 01:23 PM
#10
Joined: Aug 2011
Posts: 79
Just finished up the graphics for the menu screen. I decided to pay homage to a certain film that captures part of the essence of this game. I'd love to hear what you think. (There will be more buttons on the menu later, but PLAY! is most important right now). Any feedback is appreciated.