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Goro's Way - on App Store soon!!

05-06-2010, 01:49 PM
#1
Joined: May 2010
Location: Italy
Posts: 17
Goro's Way - on App Store soon!!

Hi all,

Pixel mines Games is happy to announce its first game just submitted on AppStore.

I've developed it in 4 months during my spare time ( I'm a graphic designer and webmaster ), and I hope you will enjoy it!

Here some features:

Help Goro fulfill his dream! Lead him through platforms, trampolines and unexpected enemies to make him become the ultimate platform game star!
Once you begin playing, you will not be able to stop!
In order to go to the next level, you will have to run, jump and shoot at the enemies that you will find on your way. Remember that you can also use some of the elements in the background and move them to accomplish your mission, which will become harder and harder as the story develops.
Prove to yourself that you have the dexterity, precision and intelligence required to complete the game.
Come up with new solutions to show Goro… his way out!
Explore Goro's world subdivided into 44 levels, each of them populated by the craziest and funniest enemies you will ever see!
FEATURES:

- Fun and creative graphics
- Original soundtrack
- Platform-style gameplay with puzzle elements
- 44 levels and 4 worlds for hours of challenge!
- 2 levels of difficulty: NORMAL and SUPERHERO
- Auto saving system

Pics:






Gameplay trailers:

http://www.youtube.com/watch?v=o8ZMb1wR7SM
http://www.youtube.com/watch?v=-PxX-BSBliU


More info: http://www.pixelminesgames.com
Twitter: http://twitter.com/PixelMines
Facebook: http://www.facebook.com/pages/Pixel-Mines/256307754076

Suggestions and comments very appreciated!
05-06-2010, 02:09 PM
#2
Joined: Jan 2010
Location: Stuck in traffic
Posts: 2,882
Looks good. The graphics are definitely a bit lacking, but to do it yourself in four months, it looks impressive.

Upcoming Games: CJS2, Racing Apex, High Strangeness, Dino Run, Super Feed Me, Mimeo and the Kleptopus King, Loot, Run Run Dash, Pogo Rampage, Burrito Bison, Star Saver, Pocket Cars, Rock Rider, THEM, Prince of Europa, Epic Dive, One Tap Hero

05-06-2010, 02:11 PM
#3
Joined: Nov 2009
Posts: 3,803
At first I thought this game was going to be about the boss character from Mortal Kombat.

Then I thought you were the developer that made Underworlds.

Anyway, the game looks like it could be pretty cool. Sounds from your description like it might be considered a puzzle-platformer. Is it, or is it more of a straight action-platformer?

Edit: Oh duh!

Quote:
Originally Posted by PixelMinesGames View Post
- Platform-style gameplay with puzzle elements
I don't know how I missed that.

Current obsessions: Bug Princess 2: Black Label, Neuroshima Hex, Pinball Arcade, Final Fantasy Tactics, MacGuffin's Curse, 1112, Dangerous, 100 Trials, Ascension, The Quest
Anticipating: Spirit Hunter Mineko, Rogue Touch EX, Fargoal 2, Cursed Realms

Last edited by medianotzu; 05-06-2010 at 02:50 PM.
05-06-2010, 02:13 PM
#4
Joined: Nov 2009
Posts: 3,803
Quote:
Originally Posted by doodlejumper View Post
Looks good. The graphics are definitely a bit lacking, but to do it yourself in four months, it looks impressive.
I actually like these graphics quite a bit. The characters are a bit simple, true, but the backgrounds are really nice. I'm digging the line work and use of color. Nice bright pastels and minimalist industrial blues.

Current obsessions: Bug Princess 2: Black Label, Neuroshima Hex, Pinball Arcade, Final Fantasy Tactics, MacGuffin's Curse, 1112, Dangerous, 100 Trials, Ascension, The Quest
Anticipating: Spirit Hunter Mineko, Rogue Touch EX, Fargoal 2, Cursed Realms
05-06-2010, 02:15 PM
#5
Welcome to the forums, PixelMineGames -- glad to see another developer in these parts!

The game looks good and as a platformer fan I'm sure to pick it up. There are two things, I think, that you could do to improve the gamer's experience:

1) The viewable area is much too small. In the video it seems that you're frequently shooting at enemies off-screen, and a few of the jumps seem to be more like leaps of faith. I would pull the "camera" further out and let us see more of the playing field. I think your art will also look better a bit smaller.

2) As your character walks to the right, it seems to be placed to the right of the center of the screen. Again, seems to me that would lead to much player frustration, as enemies and obstacles pop into view with too little lead time. You should fix the character either in the exact middle or a bit to the left.

Good luck with the game. I like the concept and the art and animation look good. At 44 levels, it seems like there will also be plenty of gameplay.
05-06-2010, 02:32 PM
#6
Joined: May 2010
Location: Italy
Posts: 17
Thanks to all, especially for suggestions. It's my first game on iPhone/iPod Touch ( I've developed some simple flash games before) and every tip is very appreciated.
The viewable area reduced is a way to increase difficulty ( levels are not very big, so my idea was to "constrain" player to memorize some stage's portions).
Anyway I will keep in great consideration your ideas...
Hope to return soon with some promo codes...
05-06-2010, 02:53 PM
#7
Joined: Nov 2009
Posts: 3,803
Quote:
Originally Posted by PixelMinesGames View Post
The viewable area reduced is a way to increase difficulty ( levels are not very big, so my idea was to "constrain" player to memorize some stage's portions).
Hm...this worries me a bit. It could be a really frustrating constraint plus, I get a sensation of dizziness at times when I play platformers that require blind jumping like that. Maybe you could incorporate a zoom feature?

Current obsessions: Bug Princess 2: Black Label, Neuroshima Hex, Pinball Arcade, Final Fantasy Tactics, MacGuffin's Curse, 1112, Dangerous, 100 Trials, Ascension, The Quest
Anticipating: Spirit Hunter Mineko, Rogue Touch EX, Fargoal 2, Cursed Realms
05-06-2010, 02:59 PM
#8
Quote:
Originally Posted by PixelMinesGames View Post
Thanks to all, especially for suggestions. It's my first game on iPhone/iPod Touch ( I've developed some simple flash games before) and every tip is very appreciated.
The viewable area reduced is a way to increase difficulty ( levels are not very big, so my idea was to "constrain" player to memorize some stage's portions).
Anyway I will keep in great consideration your ideas...
Hope to return soon with some promo codes...
Frankly, that's a pretty cheap way to increase the difficulty. Much better to combine some of your levels and make them longer (even if you end up with fewer of them). If I die in a platformer, I want it to be because I screwed up, not because I couldn't see where I was going.
05-06-2010, 04:16 PM
#9
Joined: Nov 2009
Posts: 3,803
Quote:
Originally Posted by squarezero View Post
Frankly, that's a pretty cheap way to increase the difficulty. Much better to combine some of your levels and make them longer (even if you end up with fewer of them). If I die in a platformer, I want it to be because I screwed up, not because I couldn't see where I was going.
Yep, I was going to say that too.

Current obsessions: Bug Princess 2: Black Label, Neuroshima Hex, Pinball Arcade, Final Fantasy Tactics, MacGuffin's Curse, 1112, Dangerous, 100 Trials, Ascension, The Quest
Anticipating: Spirit Hunter Mineko, Rogue Touch EX, Fargoal 2, Cursed Realms
05-06-2010, 04:16 PM
#10
Joined: May 2010
Location: Italy
Posts: 17
Sorry, maybe I've used wrong words to explain me.
I have tried to do something different from classic mario-style platforms, blending several gameplay elements: not only platform, but also shooting and tactical... If you walk slowly, understanding enemies patterns and studying the stage, you can play in total effort