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KickyFighter! - iPhone Zombie Brawler

08-17-2010, 07:53 PM
#1
Joined: Aug 2010
Location: Cape Town
Posts: 75
KickyFighter! - iPhone Zombie Brawler

Hi Everyone! I'm starting this thread to ask a few questions and get some advice about my iPhone/iPad game in development.

It is an 8bitish brawler with a basic zombie theme, quite a lot of violence, and a gestural interface (where there would normally brawlers would have an overlayed joystick and some buttons). There are some mashups of gameplay as it goes along (mostly using the accelerometer), some boss fight, unlockable special moves, and a ridiculous story (involving dinosaurs).

Here's a video of the gameplay (it is in development and is missing some sound effects and such): http://www.vimeo.com/14015233
As well as this : http://www.vimeo.com/13609134 (for the bonus stage)



Right now I'm a bit concerned that it may be rejected (for excessive violence), or completely overlooked, because well, it is excessively violent (and silly).

I'm also thinking about releasing a free demo on the Appstore to try get some feedback before a proper money-charging release. I don't know how wise an idea this is (I'm new to releasing iPhone games).

Any suggestions would be greatly appreciated!
08-17-2010, 08:05 PM
#2
Joined: Jun 2009
Location: London, UK
Posts: 3,741
Sure isn't gonna be overlooked by me, I think it's awesome. Are all the enemies zombies? They'll probably let your game through since you're only killing the undead and not massacring innocent men, women and children in cold blood. Plus the fact it's intentionally OTT cartoon violence tones it down a lot too. I'm sure there are a bunch of other games with similar violence levels to this that got through without much of a problem.

  /l、
゙(゚、 。 7 ノ
 l、゙ ~ヽ
 じしf_, )ノ

08-17-2010, 08:05 PM
#3
Joined: Jan 2010
Location: where rice paddies grow...
Posts: 3,436
ahahah dude that looks awesome, i don't see it being rejected, and there are far stranger apps than this and they still get accepted

a major thing to consider is controls, many people are picky about them, could you elaborate on how controls work? and will there be different control schemes
it seems like a swipe to pick up/smash/punch etc, is it a hold in this area and he'll walk to the spot

also what's the characters name

 /l、
(゚、 。 7
 l、 ~ヽ
 じしf_,)ノ
08-17-2010, 08:13 PM
#4
Joined: Jan 2009
Location: Christchurch, New Zealand
Posts: 515
I think the accepted wisdom is that it is better to release a lite version after the actual game is released.

That way if people play the lite version and like it, they can actually buy the full game.

Otherwise, some people who enjoyed the demo will have moved on to other games by the time your full version is released, and you will lose sales.

Releasing the lite version after the full means another shot of publicity for your game as the demo appears on the new releases lists.

Also, beware that Apple doesn't like the word demo, and calling the lite version a demo can get it rejected.
08-18-2010, 12:59 AM
#6
Joined: Aug 2010
Location: Santiago, Chile
Posts: 49
Quote:
Originally Posted by aznriceboi13 View Post
ahahah dude that looks awesome, i don't see it being rejected, and there are far stranger apps than this and they still get accepted

a major thing to consider is controls, many people are picky about them, could you elaborate on how controls work? and will there be different control schemes
it seems like a swipe to pick up/smash/punch etc, is it a hold in this area and he'll walk to the spot

also what's the characters name
Yeah! , looks nice . I would love to know about the controls too

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08-18-2010, 05:19 AM
#7
Joined: Jul 2009
Location: New York
Posts: 324
As said before, I'm sure killing the undead will be safe. Game looks great too btw
08-19-2010, 06:46 AM
#8
Joined: Aug 2010
Location: Cape Town
Posts: 75
Thanks guys for the replies!

I'm glad to hear it'll probably pass through the App store, that's quite a big relief.

@aznriceboi13 @MrGando : I'm quite concerned about the controls myself. Controls are something I really notice in games, which is in fact originally why I started this game: I wasn't liking having overlayed joysticks on the touch screen so I tried to make a system that worked more like a flick defense game.

Since then I've played a bunch of brawlers and have gotten used to overlayed joysticks, though I think there is a certain unique/weird dynamic to these controls that people who have tested it seem to appreciate.

I made a video that explains the controls a lot better : http://www.vimeo.com/14260191 ... but please excuse the awful voice over, I'll try record a more awesome one some time after I next sleep. Let me know if you think it could work (the controls, not the voice over (which is obviously fail)).

I'm hearing you Shen about making the most profitable use of a free release... unfortunately I have some time constraints. After this month I have another game commitment and so Kicky Fighter cannot be finished until 2 months time. But I want to start marketing now and the only/best tool at my disposal is getting people to have played or heard about KickyFighter through a free release. I really don't want to release KickyFighter into a vacuum, especially because the controls might be unconventional and I'd like to have people accustomed to it before I ask them to pay for it (because otherwise some reviewers may pown it). On the other hand getting that extra spike in sales would be awesome.

The game will have zombies, but also meat monsters and dinosaurs with lazers (they've already been built mostly). But if there is a Chapter One free release it'll just be zombies (and ravers) unfortunately.

Here's a mockup of a dinosaur : http://www.freelives.net/images/TREX_KF.png
08-19-2010, 12:29 PM
#9
Quote:
Originally Posted by Evan.Greenwood View Post
Hi Everyone! I'm starting this thread to ask a few questions and get some advice about my iPhone/iPad game in development.

Right now I'm a bit concerned that it may be rejected (for excessive violence), or completely overlooked, because well, it is excessively violent (and silly). an idea this is (I'm new to releasing iPhone games).

Any suggestions would be greatly appreciated!
Like others have said - I am almost 100% sure you'll have no issues with approval. We just released our brawler (it has chainsaws too ) and had absolutely no issues with 12+ rating through apple.

I'd like to also say that this game looks incredible - I would buy this in a second. The pixel art & #of frames of animation is quite remarkable - gameplay looks like a blast too. Good luck with it!

+++Iskandar Inc+++
08-19-2010, 04:20 PM
#10
Joined: Mar 2009
Posts: 659
with the control is it seems like your finger will get in the way of the action.
I've never been a fan of virtual joysticks but maybe the solution is to make it optional.