Kitty Pot Cracker for Android

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Post » Sun Mar 01, 2015 8:49 pm

Congratulations for the game, I really liked.
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Post » Sun Mar 01, 2015 10:33 pm

Thanks Angiel, i'll make sure its as good as it can be
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Post » Wed Mar 04, 2015 7:55 pm

Making some great progress the past couple of days. When we started this project I thought this would be an easy/quick one to produce. I've learned that for myself no project is/should be easy to quickly produce, there has to be a struggle, a battle even.

I was going to release this game earlier this year hoping that people would over look the small issues like for example: an ice spider enemy with a shell of ice that breaks off with one hit, allowing to hit the spider underneath afterwards. Sounds fine and simple right? I pinned the ice shell to the spider so they would move in unison and create the effect I was looking for. It worked great for the most part, except for 20% of the time the hit would kill the spider underneath the shell and leave the ice shell behind. I spent too much time trying to fix it but ended up leaving it the way it is after some frustration. The problem ended up being due to using a Square Sine movement I use to make the spider jump left and right. Unnoticeable to the human eye the pinned ice shell would lag behind the spiders movement, something I read Ashley explain to someone in the forum about pinning objects. So I used another method without the pin behavior.

This little "glitch" and others, though none game breaking, started adding up. As soon as I finished the game up to the last boss, I decided I had to go back and attack these issues. And I'm glad I did! Speaking of battles, sometimes you just have to know when to pick them, know that this little thing you're stuck on will/can be resolved and keep pressing on. When you come back to it there may be something you learned along the development cycle that will help solve those problems or sometimes its just attacking a problem with a clearer mindset.

Anyways back to the grind! >:P
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Post » Sun Mar 22, 2015 1:43 am

Okay so the game is finished and going to be released on Google Play Wednesday March 25th. Here is the release trailer!

https://www.youtube.com/watch?v=ZzPg3dyvxFM&feature=share
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Post » Wed Mar 25, 2015 3:37 am

Alright, Kitty Pot Cracker is pending publication on Google Play as we speak! It will be up within the next few hours and I'm pretty excited. In case ya missed it here is the release trailer again:

https://www.youtube.com/watch?v=ZzPg3dy ... ture=share

I'll post the Google Play link as soon as its up, Cheers! Mission Complete!
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Post » Wed Mar 25, 2015 5:39 pm

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Post » Sat Mar 28, 2015 1:31 am

Nice job!
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Post » Sat Mar 28, 2015 3:06 am

@lolva

Thanks,
I tried to find your game on google play and couldn't find it under your company name and game title. Hmm.. Looks nice anyhoo!
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Post » Tue Mar 31, 2015 7:29 am

Now that Kitty Pot Cracker is out:
https://play.google.com/store/apps/details?id=com.cidadeartproductions.potcracker

..its time to work on the Arcade mode (IAP).

This mode will be more like the Atari game "Crack Pots"
http://www.dailymotion.com/video/xzurmb_crackpot-atari-2600_videogames

..that Kitty Pot Cracker is based off and will feature Google Play Services for high scores. With this extra mode there will be some big differences in game play.

The pots will not go away when hitting an enemy and keep going through them creating combos scores when the pot hits more enemies on the way down. Also the building will fall down a step (making it harder) after you lose your first three hearts. Then you will get three more hearts to lose before the building finally collapses and you get game over. This mode will run endlessly but will have all the enemies and bosses of the main game with some new moves.
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Post » Mon Apr 13, 2015 11:19 am

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Here is a look at the exclusive Arcade Mode update coming to Kitty Pot Cracker by the end of this month. This mode has a high score leader board and features a random selection of foes to fight from the Story Mode. Now pots and lasers will pass through all enemies making combos possible and changing the feel of the game for casual and competitive play.
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