Goblin Tunnels

Daily update :)

Today I worked on a spawner object as I had in creepy.
Let’s call it Goblin Tunnels.

After implementing I realised that often you could kill the Goblins and the Tunnel to quickly.

So I made the Goblins do their block move 100% on suffering dmg on top of the Tunnel.
It should also be understandable for the player as they are defending their tunnel more effective being close to it.

Note: They also do a block move away from the tunnel but less often.

So as a player you want to either move quickly above and shoot from behind at the blocking Goblin and the Tunnel or wait until the Goblin is out of tunnel range where the Goblins is less likely to block and easier to kill.

david zobrist wizard game

Core combat mechanic tuning

Ok further tuning on the core game mechanics has been done.

You can now shoot during walking – It just felt to restricting before
You can now switch between lower and upper floating lane

So the gameplay can take place on 4 different corners.

This results in the player being able to dodge enemy projectiles as well as doing strategic decisions which lane to clean up first depending on the enemy type there.

lane gameplay

Ballistic Tanks

26 - Mar 12, 2016.gif
By Kirk Lucas
https://twitter.com/kirknetic

I am following this one since a while and he just handed in his game to steam.
And now he requires your vote to reach the green light state.

His game stands out with a solid core gameplay as well as graphics and effects that serve it. It’s a blast to look at and is fun to play.

So Vote here:
http://steamcommunity.com/sharedfiles/filedetails/?id=659565932

Featuring Indie Games

I find this unique and inspiring games once a while and I will start sharing them here.

The selection criteria for what will be shown here are:

+ Indie preferred: They have to be indie preferred by a single individual but also small teams are accepted

+Self picked: The candidates will be chosen by myself based on my taste of games and will look for them via twitter under this hashtags #indiedev, #indiedevhour and #screenshotsaturday

+ Minimalistic art: The games have to be nailed down highlighting the core game mechanic, the graphics around should be used subtle to underline the theme but not go to wield in visual detail – distracting.

+Vibrant and Alive: While the detail depth should be kept simple their animations should bring them alive, making it exciting to look at the game. Feel alive and juicy.

Example:

 

Your game theme makes all the difference

Advertisers pay more to appear in games which audience is for them more relevant, more likely to join their game.
I experience a bitter demonstration of that right now and here are my two extrem cases.

Weekly Admob banner numbers:
Screen Shot 2016-03-21 at 09.27.55.png

Screen Shot 2016-03-21 at 09.27.59.png

As you see creepy has around 13x times more impressions by players, is generally played more and longer.
But it only made $1.28 and Brofist Legend $4.01.

If Creepy would have the rpm of Brofist it would have made 51,40 this week.

I wonder if there is any chance to increase the rpm of a game retroactive.
But I am afraid its just depending on your theme and keywords.

But overall I am simply happy that we have that extra monetization channel now specially since Android games had no such option before. Its not gigantic but still noticeable and helps me definitely paying my bills. So thanks game salad for adding it.

Screen Shot 2016-03-19 at 04.47.07

I learned something so I shared it here,
Cheerio Dave