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

My new Game launched: Finger Dungeon

My new little game Finger Dungeon went live! I loved working on this and I hope you feel that playing it.

It’s free and work on your mobile phone ( iOS, Google Play and Amazon)

Finger Dungeon Loop 480

Finger Dungeon is a one-touch game and your job is to hold your finger on the screen as long as you can.
Make your way through the currently 14 levels of the finger labyrinth.

As you reach new levels, new tiles and creatures will appear in the maze, so be careful and don’t look back.

How to play:
1. Keep your finger on the screen!
2. Do NOT touch the lava!
3. Collect the coins!
4. Reach the goal line to win!

Advanced Tips:
1. Levers open doors, so no need to risk getting hurt.
2. Avoid the fire projectiles of the cannons.
3. Use the cannon projectiles to destroy the finger-eating monsters.
4. There are shortcuts which you can use between unconnected lava tiles by moving carefully and quickly between their edges.

All I can do now is wish you good luck,
David Zobrist

PS: If this game takes off I will happily add more levels on a regular basis.

Creepy- Play it on your Phone

My new mobile game, give it a try.
Creepy Game David Zobrist Portrait

Google Play:
https://play.google.com/store/apps/details?id=com.secretpotion.curvey

Amazon Appstore:
http://www.amazon.de/David-Zobrist-Creepy/dp/B018SOAV5I/

iOS:
https://itunes.apple.com/app/creepy/id914258511?mt=8

Our scientists found a race of strange, undead life forms. Little did we know that our experiments would upset the creatures, making them nigh uncontrollable. Desperate circumstances forced our hand to modify one of them to fight his brethren, we called it “Creepy”.

+ Retro Platform Gameplay without jumping
+ Shoot and Shield Core Mechanic
+ 12 Challenging Levels to beat

Can you finish the game?

Advertising my app with Chartboost

Screen Shot 2016-02-03 at 10.19.20
Some update its good but I really wanna see if i can reach the cpi of 0.50
somehow.
Also I see direct impact on charts.
The first day I did geo sweden and switzerland it even reached top 100 in sweden from being unranked before. I stopped the geo after 2 days and focused on another country, poland and the same effect reached top 100 in role playing
I think the already existing good ratings of the app make it easier to score with less downloads higher in the rankings. And it seems to consider % increase downloads to last week/days.

Geo 1 (2 days) Switzerland and Sweden
Screen Shot 2016-02-03 at 10.21.51

Geo 2 (2 days) Poland
Screen Shot 2016-02-03 at 10.22.52.png

Understanding Energy Systems

Avatar von Ed Bidenadamtelfer.com

Energy seems to be hated by designers and players alike, so why does it endure as the hallmark of casual F2P games? The fact is that whilst it’s a crude mechanic, it’s also an efficient one, delivering several functions in one easily implementable feature.

This isn’t a defence of energy systems – I’ll follow up with a post on ways of replacing them – but without something fulfilling these roles then it’s unlikely you’ll make a very good game. I’ll talk about energy and timers fairly interchangeably here as they are both pacing systems that function remarkably similarly.

The four main reasons that mobile designers use energy systems are:

  1. Habituation
  2. Content pacing
  3. Monetization
  4. Strategic choices

1. Habituation
The primary reason that designers use energy systems is to encourage players to play as long and as frequently as they would like. The amount of energy gives an easy way to fix the…

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Creepy got its first in-app sale

my app made its first in-app sale, to remove ads, u choose 3 prices
the player just took the highest, thank you!

Still thinking for this one app to make 1/2 of the game free and the in-app a requirement to play the rest of the levels, instead of having this remove ad /donation approach.

creepy in-app sale first

This game so far unfortunately didn’t took off at all.
I credit it mainly that its very hard to find in the store I might invest time there in future.

Right now I just add more in-apps to all my traffic gaining apps to get more money per user. With positive result so far specially Human Harvest increased its ARPU x4 (now $0.08) Could be just early adapters from the already existing players must not mean new install would achieve the same result. But still I want all my apps to be able to monetise solid.
Else I have to kill em. ( O_O)