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  • Publisher: Rob Hayes
  • Genre: Arcade
  • Device: Universal
  • Size: 9.2 MB
  • Version: 1.0.1
  • Price: Free
  • Average User Rating:
    Not enough votes.
App description: "Don't Hit the Walls is wonderfully simple but in the right way"
- Pocket Gamer -

Shrink the sphere and mind the gaps in this fast paced reaction game!

With one thumb mechanics, slide left or right to weave your way through the ever changing spaces. Master the deceptively simple controls to get the highest score you can.

Just remember, don't hit the walls!

0Hayes's comments:


Trailer:
11-02-2016, 11:39 AM
#2
Joined: Apr 2016
Location: UK
Posts: 135
Quote:
Originally Posted by kythg
Gave it a download and had a play around with it - I love the simplicity of it, and I think the update to get rid of the wait time on continues is important to keep people engaged with the game. I'd say adding a little bounce to the transition from 'big' ball to 'little' ball could be played with just to add a little character but it's looking great overall!
Thanks kythg, was surprisingly difficult to ignore the feature creep and just focus on the games core. I like the sound of that, would also match the current sound effect allot better too!

(also, our thread in upcoming is now closed so I'll be posting here from now on)

Talking about feature creep, I do keep contemplating the idea of unlock-able characters. What do you folks think, focused and simple or strap on some new features?

Need help finding the right look for your game? I can help!
hayes2D.com
11-02-2016, 11:57 AM
#3
Joined: Sep 2016
Location: London
Posts: 35
I guess characters depends on implementation. I think if you do it, you need a strict framework to work in but it would add a sense of progression to the game that would be valuable to the game. If you can plan a basic implementation that wouldn't take too many resources then I think that's ideal. This also depends on how interesting adding characters would be. It may be simpler to add new colour palettes, for example.
11-02-2016, 02:25 PM
#4
Joined: Apr 2016
Location: UK
Posts: 135
Quote:
Originally Posted by kythg View Post
I guess characters depends on implementation. I think if you do it, you need a strict framework to work in but it would add a sense of progression to the game that would be valuable to the game. If you can plan a basic implementation that wouldn't take too many resources then I think that's ideal. This also depends on how interesting adding characters would be. It may be simpler to add new colour palettes, for example.
Good shout on the colours. Will take some careful planning but as long as I can make the process unobtrusive it's definitely possible.

Btw folks, if you have any questions or suggestions for 'don't hit the walls' I'd love to hear them!
As some of you might know from the Thumb Space thread, I really do take all of your ideas seriously.

Need help finding the right look for your game? I can help!
hayes2D.com