Buddy Bot (Action Platformer)

Show us your works in progress and request feedback

Post » Thu Oct 16, 2014 5:18 pm

I wish this wasn't a runner, because the whole game is really great and would work so well as a platformed. I really enjoyed it, nice work!
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Post » Fri Oct 17, 2014 4:59 pm

alvarop wrote:I wish this wasn't a runner, because the whole game is really great and would work so well as a platformed. I really enjoyed it, nice work!


Hey alvarop! I really appreciate the feedback!

Seeing how the game was designed for iOS, I just wasn't very impressed with the pure platformers on mobile devices. That's why I decided to do a runner with some mechanics are a little more unique to the genre, but also keep the controls simplified.

It's funny though, because I've sort of come around after playing a few great games with tight virtual controls (Mikey Shorts, etc.) so I'm definitely considering full control for my next project.
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Post » Fri Oct 17, 2014 6:57 pm

As long as its handled well, I think virtual joysticks are the bomb. SquareEnix used them in their FF mobile remakes and I've used it in action games and platformeos as well. It was pretty easy to build one for my own game in C2. Combined with either a second joystick or some virtual buttons and it turns a phone into a game pad.
Developing Surolace, the survival role playing space game.

surolace-survival-role-playing-space-game_t116953
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Post » Sat Oct 18, 2014 6:57 am

Yeah skelooth, I've played the FF games on my iPad and I agree that they did a great job with the virtual controls. Pretty much any game with good virtual controls was something I didn't get a chance to play until well after I started making this game.

I used to be totally against them but I'm honestly pretty excited to try virtual controls out in my next project.
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Post » Sat Oct 18, 2014 5:29 pm

This looks good, and I should probably give some better feedback, but frankly, you had me at 'Exploding Donuts'. :)
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Oct 25, 2014 7:41 am

TiAm wrote:This looks good, and I should probably give some better feedback, but frankly, you had me at 'Exploding Donuts'. :)


Haha! Yeah my advanced Donut Physics Simulator will really blow people away. :shock:
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Post » Sun Nov 02, 2014 5:35 pm

Since it's been a little while, I wanted to give a quick update. All 5 worlds, 36 levels including 5 boss fights and 6 bonus levels, are now complete. The dialogue is just about finished, and the cinematic sequences are nearly complete as well.

Since Buddy Bot himself was the first sprite I made for the entire game, I figured it was about the right time to give him a face-lift as well, which you can see in the screenshots below:

Image

Image

I also got around to some other outstanding tasks with regards to cleaning up some messy text that some users have mentioned to me already, specifically in the shop.

I don't think I ever mentioned that Buddy Bot has a shield now that functions Halo style! This helped resolve a few design issues I had. When that blue meter under the Life Points is full that means your shield is active and you'll blow up the next enemy you touch!

It's crazy thinking about finally releasing the game, but that's what's going to happen in the next few weeks. :o
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Post » Tue Dec 23, 2014 6:33 am

Hey everyone, I just wanted to say thanks for your encouraging words and feedback and let you all know that Buddy Bot was finally released on the App Store!

I posted about it in the completed games section here: viewtopic.php?f=148&t=121401

If you'd rather skip to the good stuff, here's a link to the App Store: https://itunes.apple.com/us/app/buddy-b ... 79412?mt=8

Plus a link to the launch trailer: http://youtu.be/zimRNy_I0n0

Thanks!
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