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View Poll Results: Which new item sounds the most fun?
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Voters: 42. You may not vote on this poll

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  #1  
Old 10-19-2009, 08:48 PM
TwoLivesLeft's Avatar
TwoLivesLeft TwoLivesLeft is offline
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Default Wheeler's Treasure - Piratey Platformer - 99 cents! [APPROVED]

Previewed on TouchArcade!


Wheeler's Treasure
Become a fan on Facebook or Follow on Twitter

Gameplay Trailer

Youtube link | Pop Up


UPDATE Here's a run showing how to score past 1000 yarrds with some of the more basic items.

Youtube link | Pop Up


UPDATE Here's an item preview for the Voodoo Pocketwatch. It slows things down a bit

Youtube link | Pop Up


UPDATE Here's the Score Board!


Hi guys, this is Simeon from Two Lives Left.

We wanted to share our upcoming game with you, Wheeler's Treasure. Piratey Platformer for iPhone and iPod Touch.


UPDATE Here's a bit about how the controls work, what do you guys think?

Youtube link | Pop Up


Here's what the game's about!

You have to travel as many Yarrds as you can!

So, you're following a giant wooden wheel that's supposed to lead you to treasure. You roll through a randomly generated world fighting enemies and collecting loot. You can use the wheel to shield yourself from enemies, avoid hazards, swing, jump, and more. The wheel can be destroyed during the course of the game - but you can always pay for repairs with the loot you've collected!

Items

There are sixteen collectable items in the game and each one offers a unique ability, you can drag them onto your character in your equipment screen - permanently enhancing her abilities. Collect stylish hats, boots, eye patches and pocket watches, even fake beards, each one alters the gameplay!


Here are a couple of the items you can find early on

The Pirate Hook

Use the Pirate Hook to hang on to and swing from the Wheel. Advanced uses include: grabbing onto the ledge of a pit to pull yourself out

The Treasure Magnet

Hold down the Treasure Magnet to pull nearby treasure towards you!

Online Stuff

We integrate OpenFeint for achievements and scores, though it's not just the standard dashboard. You'll see tombstones in the world where your friends and others have perished. Get past their tombstone and you know you've beaten their score. Here's an example!


Thanks everyone!

Wheeler's Treasure has been submitted to the App Store and is in review, so it'll be out soon!

You can find more information at Two Lives Left.com, on our Facebook page and on our Twitter

A couple of other features of interest
  • Unlock 3D scenes that begin to tell the story of Wheeler's Treasure
  • Randomly generated world, it gets harder the further you get!
  • Unlock new challenges by collecting map pieces
  • Completely procedural and physics driven character animation for the player character
  • Five beautiful piratey music tracks, two of which are entirely procedural, so they are actually sequenced as you are playing the game

Last edited by TwoLivesLeft; 10-30-2009 at 12:34 PM.. Reason: Added competition / signup info
  #2  
Old 10-19-2009, 09:10 PM
skyye06 skyye06 is offline
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Wow this definitely looks interesting and I am always up for a good platfomer. Followed on twitter
  #3  
Old 10-19-2009, 09:42 PM
Cause007 Cause007 is offline
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Looks cool, but I'd rather see a full "adventure" rather than a "go-as-long-as-you-can" game. The store adds depth to that type of game, but I'm getting bored with iPhone games that make you start over every playthrough.
  #4  
Old 10-20-2009, 12:23 AM
Enigmious Enigmious is offline
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Quote:
Originally Posted by Cause007 View Post
Looks cool, but I'd rather see a full "adventure" rather than a "go-as-long-as-you-can" game. The store adds depth to that type of game, but I'm getting bored with iPhone games that make you start over every playthrough.
I think the main issue with this is cost vs. return... I am sure every creator/designer/developer would love to do more adventure or story, but the reality is most likely a 1 dollar game (although i have no idea what this game's price is). It is pretty crazy what people are expecting from a 1 dollar game (although not to say what you are saying is a crazy request).

Play mechanics like "go as long as you can" or "compare your best time/score/etc." are easier to create and require the least investment vs. the grim possibility of return on the current climate of the app store.

This game has a great look to it... I hope it does well for you guys.
  #5  
Old 10-20-2009, 05:07 AM
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TwoLivesLeft TwoLivesLeft is offline
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Quote:
Originally Posted by skyye06 View Post
Wow this definitely looks interesting and I am always up for a good platfomer. Followed on twitter
Thanks for the interest! We've spent a long time trying to make this game as fun and as polished as we can. We hope you enjoy it when it comes out.

Quote:
Originally Posted by Cause007 View Post
Looks cool, but I'd rather see a full "adventure" rather than a "go-as-long-as-you-can" game. The store adds depth to that type of game, but I'm getting bored with iPhone games that make you start over every playthrough.
Thanks for your reply! We completely understand where you're coming from. However we have tried to create an underlying atmosphere and character to the game for people to explore.


Your treasure cave


Your maps


Viewing the unlocked scene: Windmill


Tapping on an item in your inventory


There is more than just one level to the game, you can unlock new challenges as you collect map pieces, some challenges are completable and some are endless adventures. Map pieces are like mini-quests and can be viewed from your treasure cave.

We found, unfortunately, that very few people paid attention to these aspects of the game during playtesting. So we focused on making the game as fun as possible - but people who want to dig deeper, read and collect every little thing, still can. And we certainly try to make it very rewarding to those who do!

Quote:
Originally Posted by Enigmious View Post
I think the main issue with this is cost vs. return... I am sure every creator/designer/developer would love to do more adventure or story, but the reality is most likely a 1 dollar game (although i have no idea what this game's price is). It is pretty crazy what people are expecting from a 1 dollar game (although not to say what you are saying is a crazy request).
...
This game has a great look to it... I hope it does well for you guys.
Wow, you are spot on! We are a small group of three indie developers (hence the name Two Lives Left - one of us has no life ). Thanks for the kind words, we really appreciate it.
  #6  
Old 10-20-2009, 05:35 AM
neon_guide neon_guide is offline
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Looks really good, not seen anything like this before!

How do the controls work, do you just flick your pirate around the screen to avoid things?
  #7  
Old 10-20-2009, 04:09 PM
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TwoLivesLeft TwoLivesLeft is offline
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Quote:
Originally Posted by neon_guide View Post
Looks really good, not seen anything like this before!

How do the controls work, do you just flick your pirate around the screen to avoid things?
Thanks for the kind words! We really appreciate it.

The controls are like you say, you flick your finger anywhere on the screen in the direction you want to jump, the longer the flick the further the jump. The controls are very responsive so there's no delay to jumping. You can double jump but you'll have to find a decent pair of boots first, double jumping also lets you jump down to stomp things.

The controls can also be set to inverted, which gives a more sling-shot feeling to the game (pull back to power up and let go to jump).

The game fully encourages multi-touch, most items are designed to be held down with one finger while you are jumping with the other. For example, you can hold down the Voodoo Pocket Watch to slow down time in order to flick down and carefully stomp on an enemy's head.


Voodoo Pocket Watch


I'll post a video of the basic controls later today. I would love to get some feedback on the controls from the gamers here.
  #8  
Old 10-20-2009, 09:05 PM
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TwoLivesLeft TwoLivesLeft is offline
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Default What do you think?

neon_guide: Here's a new video giving a better look at how the controls work.

Youtube link | Pop Up


What do you guys think about this? We were trying to avoid the on-screen D-Pad approach that a lot of games use.
  #9  
Old 10-20-2009, 09:23 PM
skyye06 skyye06 is offline
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I think it will work fine but I also think that the d-pad would also work just as fine
  #10  
Old 10-20-2009, 09:50 PM
arta arta is offline
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So what's with the wheel then? I do understand the Ignite type controls but the resulting gameplay in the video is nothing but pure wtfness.

Game does look good though.

Last edited by arta; 10-20-2009 at 09:54 PM..

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