★ TouchArcade needs your help. Click here to support us on Patreon.

CAT-ACLYSM [Universal]

05-14-2013, 11:37 AM
Joined: Oct 2009
Posts: 500
CAT-ACLYSM [Universal]

I've been working on this game for a few months now and it's about 95% done.

These are some teaser images on iOS it will be a universal app with gamecenter achievements and leaderboards. It will also be available in the Nook, Amazon and Win8 app stores.

Once I iron a few decisions out I will post a preview video.

Beware the CAT-ACLYSM!

05-14-2013, 11:40 AM
Joined: Jan 2011
Location: England
Posts: 11,346
So is this in the app store or not ? I presume its not as theres no itunes link so i've moved this to upcoming

If it is out let me know and i'll move it

05-14-2013, 11:41 AM
Joined: Jan 2012
Location: Philippines
Posts: 22,664
Not really seeing any gameplay out of the screenshots, but i dig the artstyle.

Tis in the wrong thread though, needs to be in the "Upcoming Games" section.

EDIT: NVM... it's already been moved

Exact-Psience My 2014 Top 10 Games of the Year: Monster Hunter Freedom Unite, Hearthstone, VVVVVV, Battleheart Legacy, Wayward Souls, Bug Heroes 2, Powerpuff Girls Defenders of Townsville, Deep Loot, Monument Valley, Bioshock Honorable Mentions: Traps N Gemstones, Bardbarian, Goblin Sword
05-14-2013, 11:47 AM
Joined: Oct 2009
Posts: 500
Originally Posted by Exact-Psience View Post
Not really seeing any gameplay out of the screenshots, but i dig the artstyle.

Tis in the wrong thread though, needs to be in the "Upcoming Games" section.

EDIT: NVM... it's already been moved
oops, my bad. thought I posted in there. gameplay will be coming
06-26-2013, 09:01 AM
Joined: Oct 2009
Posts: 500
now that Must Keep Counting has been released, I've had some time to focus on CAT-ACLYSM again. Over the past Month I've had a few people beta test the game and gotten some great feedback on controls, usability and difficulty, resulting in some better implementations.

Over the past 2 weeks I've restructured the game play to give it more randomness, increase the replay ability and just make it a little more fun.

Some cool facts so far:

It has a real day/night cycle. It is based on a 24 hour clock, and will adjust the sky to fit the real time of day. It's not super accurate to take into account daylight savings or the daylight changes over the course of the year, but based on the local clock it will display dawn, day, dusk and night.

The Sun and the Moon will cross the sky depending on what time of day/night you are playing. Play at Noon or Midnight, and the sun/moon will be high in the sky. Play at Dawn or Dusk, and they will be just over the horizon.

When playing at night, it will display the phase of the moon. It has 10 years worth of data, so it will be correct for some time.

The game tracks all sorts of statistics. Total Points, Highest Score in a level, Play Time, Achievements and more.

Whats Next?

I'm still adding some new features and content, I hope to wrap that up this week before sending another build out to the beta testers.

And here is a teaser game play shot:
07-09-2013, 09:43 PM
Joined: Oct 2009
Posts: 500
Been busy this past week:

-Each level can have 1-3 buildings
-Added Forest/Mountain/Island levels to the existing city levels
-Settled on some sound effects
-Fixed 15 broken buildings
-Added 6 new buildings

Still do do:
-Add 10 more buildings
-Implement sound effects in game
-Add skins for the space shuttle for players to customize
-Redesign all the levels to take into account the new landscapes and building types
-Implement In App Purchase so I can give away the first 5 levels for free (with ads) and then allow players to unlock the other 90+ levels, remove ads, and get a few bonuses

I finally got around to using evernote to sync all my notes. It's been fantastic. No new screenshots today, maybe once I wrap up my current list
07-10-2013, 03:46 PM
Joined: Oct 2009
Posts: 500
made huge progress last night / on this morning's commute. I added some sound effects and music, still not 100% sure i love it, but its better than silence. I also fleshed out the in app purchase system and implemented it. Right now you can play the first 5 levels for free, with ads showing up on completion of each level, and on the main screen.

You can unlock the game which gives you every level, removes the ads, unlocks achievements, allows you to customize the ship and gives you one mega bomb which will let you clear a level. I think this is a good value

I also have 3 consumable purchases, a single mega bomb, a pack of 4 and a pack of 10, for those people who wish to have an easier time of playing.

I now need to figure out how to activate the mega bomb. It has to be easy enough to use, but not so easy you use it accidentally. I have not settled on a method for this too. There is also a bug in the game where after level 5 in the free version it just loops back to level 1 instead of exiting to the menu. I'm planning on making it go to a 'buy me' screen, but i have not created that yet.

Lots too do, not enough time
07-11-2013, 05:22 AM
Joined: Oct 2010
Location: Minneapolis, USA
Posts: 3,654
I'm liking the art and the premise a lot, and look forward to more screenshots and any sort of gameplay video, even alpha/beta stuff. Have you decided on a price for the basic unlock IAP yet, and if so, care to share?
07-11-2013, 07:21 AM
Looking forward to your new game, I like the cat and clear picture
Total 90+ level?
07-19-2013, 03:05 PM
Joined: Oct 2009
Posts: 500
AnarKitty - still thinking of the iAP purchase prices. I'll post back once I finalize everything

titanium2013 - There are 10 stages, 9 levels each, 99 total levels.

Another week goes by and another progress report. This was a busy week!

- Implemented the changing of the background based on the levels, an easy job but something I was putting off.
- Added islands into the mix.
- Implemented the mega bombs
- Added 5 other ship types you can choose, for a total of 6
- Added 22 new buildings
- Did a lot of testing of the in app purchase code, it seems bug free
- Tweaked the design of the statistics page
- Added a 'upgrade' screen for the end of the free version

Right now I'm fixing a few remaining bugs and working on level design. I had previously randomly generated all the levels, but to make the game a little more cohesive I need to design each one manually to prevent island huts in the city, and skyscrapers on an island.

This game is turning into a spiritual successor to Obliteration Although, Obliteration II will return!

Last edited by jonmulcahy; 07-19-2013 at 03:08 PM.