Downhill Rush

  • Hey fellow Scirrians, i just released version 1.0 of my game Downhill Rush (DHR for short.) It's still a work in progress until i get to version 2.0, so if you have any questions/comments i would like to here it for improving the game. Updates to the game will be around a week or so. You can also follow my twitter to be informed about my game updates: PixolPalette

    Here is the game link    http://t.co/EL7QXloMgb

    Instructions are as followed. The game has two modes, mobile and desktop. Clicking on the screen will activate mobile mode, but you can press ESCAPE key to exit out of mobile mode.

    Touch: Left and right arrow buttons to move left/right. S button to activate the character's signature move. Pressing the Hand button will pause the action. Clicking on text is the way you navigate the menu options.

    Keyboard: Left and right arrow keys to move the character left/right. A key to activate the character's signature move. Arrow keys and enter keys to navigate the menu. Press enter while in the stage to pause the action.

    Gamepad: Dpad left and right to move the character left/right. A button to activate the character's signature move. Dpad and start to navigate the menu. Press start while in the stage to pause the action.

    Keyboard and gamepad are customizable in the options menu.

    I will be chronicling my experiences with Clay.IO, so you can make an informed decision on uploading your own game on that site. I have all its features implemented, minus "suggestions" 8)

  • <img src="smileys/smiley19.gif" border="0" align="middle" /> Movement buttons light up when I use the arrow keys but it doesn't actually do anything. I couldn't play for long since I had to click the buttons. Looks pretty good from what I saw though.

  • <img src="smileys/smiley19.gif" border="0" align="middle" /> Movement buttons light up when I use the arrow keys but it doesn't actually do anything. I couldn't play for long since I had to click the buttons. Looks pretty good from what I saw though.

    In the instructions it states "Press ESCAPE key to exit out of mobile mode" But yeah, i guess the instructions are not as visible as i hoped. So i will update my original post with full instructions. Sorry, and thanks for checking it out. 8)

    Edit: Instructions are now posted in my first post.

  • Great! Very fun, I've been playing it for a while now. When I clicked Course and then the check mark it lightened up but all the text was still there :p

  • Great! Very fun, I've been playing it for a while now. When I clicked Course and then the check mark it lightened up but all the text was still there :p

    Thanks. Hopefully my future additions will add to the fun.

    Oh, yeah i see the problem. It will be fixed in the 1.1 version. Thanks! 8)

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  • If your not following my Twitter, i like to inform you that version 1.1 is coming on the 10th. Also that previous bug EncryptedCow found has been fixed for 1.1.

  • Okay so, time for a little development log for today of Clay.IO

    When i was near to releasing 1.0 of Downhill Rush, i was looking for ways of earning revenue for my mobile/web game. I been working on the game for about 2 months, and was feeling confident it was good enough to release early. The original plan was to wait until i get to 2.0, to show the game on a market place like MarketJS or FGL. Once i got any or none potential publishers, i would release on the mobile platform using CocoonJS. But i ended up deciding to release my pre-2.0 builds for Clay.IO, a new web store with a already written API for everything this game needed: Achievements, Leaderboards, Ads, and In app purchases. They also have Suggestions, which i did not bother to try since i have the feeling it is a thing that pops up to bother the user every so often. Seeing from my research that almost everyone hats push notices, that sealed the deal of no implementation. They also had a new addition for licensing the games, but i had a feeling this was not going to get interest, pre-2.0. Either way, i checked marked it to see what comes out of it.

    The implementation of the API was very strait forward, as the co-founder, Austin, has written the plugin necessary for C2 and a well documented reference manual on the site.I had a minor hiccup not getting it working, because i was not aware of the api key needed to make it work. I emailed him and he corrected me write away. Communication

    is fairly good through email, usually taking a couple days to a week for response. Once i added in all of the features, i made the required banner for the store, and hit publish. The game was put in pending statues, in which the site states a 72 hour maximum waiting period for approval. A day and a half went by and i received an email stating that the game was approved. So, fairly quick approval.

    That game was accepted on September 2nd, in which i waited a bit to check on how its doing. Here is the stats timeline i got as of September 4th.

    As you see, the day of approval a got a spike of traffic, then proceeded to fall off. Expected since it is day 1 with no promotion done. On the 3rd i rebounded by posting on Scirra board, gaining higher traffic that day. This is a slightly old screenshot, as it topped around 85 views. The ads got a fair amount of views, with no clicks. I think Clay ads work on cost per 1,000 impression? In that case i need to be doing more promotion it seems. Nothing yet for in app purchases as expected. It's a new game, and it will take time. I got one user on the leaderboard, besides me, which proves to me that the leaderboards are indeed working. No achievements earned yet, as mine are pretty difficult to acquire. No free rides for me. 8P

    More development logs to coming in two weeks. Planing on spreading the message once version 1.1 arrives on the 10th.

    -PixolPalette

  • Very nice. I was looking for information about monetizing your game. So it will be very helpfull if you continue with this report. I deffinily will be follow. Congratulation for your game.

  • Very nice. I was looking for information about monetizing your game. So it will be very helpfull if you continue with this report. I deffinily will be follow. Congratulation for your game.

    Thanks. I will indeed be continuing these on a regular bases. Bi-weekly or weekly. Just depends on the workload.

    -PixolPalette

  • Version 1.1 Update.

    Additions

    New snow mound obstacle to novice. Reduces speed and score depending on the speed of impact.

    Snow particle is now animated.

    Snow particle spray added to character's left/right turns.

    Snow particle added to Sarah's signature move.

    Dizzy stares have been added to the character's ko animation.

    Victory tune added when the player reaches the end of the course.

    Goal gate sound effects added.

    Changes

    Menu soundtrack fades out during Cabin to Course transition.

    Course soundtrack volume reduced to match the rest.

    Changed the obstacle spawning back to normal for Jason's signature move. When colliding, the objects explode into bits for visual flair.

    Removed the yellow filter to text the used them. Planning on making 2 different color versions of the game font.

    Slight delay to fade dark for the victory condition.

    Fixes

    Ski right sound effect not playing for yeti, monk, and sarah are now working.

    Course select gui did not disappear, when exiting the course menu. That is now fixed.

    Additionally i submitted my game to Facebook, and awaiting approval. I'll inform you guys if approved. The game link is the same, which is located on my first post.

    Also made a Subreddit for my game on reddit.

    reddit.com/r/DHR

  • News update and a mini Dev log.

    News:

    Work on 1.2 has started and will have a project release on the 17th.

    As for the Facebook upload, its live but will not appear on the app store page; it needs a combination of share and engagements(plays). If you have not added me as a friend, you will not be able to see the shared link to the game. Although if you search for Downhill Rush, it might come up.

    Dev Log:

    I been getting a trickle of views, while i been doing the Facebook submission stuff. 89 ad views and i received $0.01 cents from it. Zero in app purchases as well. No promotion on my side, so that would be the reason.

    But now that i gone trough this Facebook process, be prepared to have a private policy page written up, multiple icons sizes to make, and multiple banners to create. So it no quick submission process to say the least.

    This time i am shooting for Mozilla App Store for these sub 2.0 versions. It was very simple process doing it from Clay.IO, so you do not need to export it as a packaged app from Construct 2. Just pick your orientation, sign up for dev account, add one icon, and enter information about the game.

    I'll do another development log, once the game gets approved and i have 1.2 out the door for one week.

  • Back with a new build

    1.2

    Additions

    New left/right goal object, for pro and expert course. Pro and expert now available for purchase.

    New how to play for each course, after selecting Race.

    Source code optimizations.

    Changes

    Tweaked the distance counting speed so it counts a little bit faster depending on the stage selected.

    Removed a barely visible extra particle.

    Fixes

    Fixed the gate sound effect not triggering.

    Fixed touch objects showing in keyboard/gamepad mode.

    Fixed the gear purchasing, so it doesn't keep reducing the player's coins once they are purchased.

    Game link in the first page of the original post.

  • Back with a dev log update.

    Since i been away, i tried something out by putting another game of mine on Game Jolt. I've found that they pay better then Clay does, for the two days its been on there.

    To compare

    Clay.IO ads is based on CPA currently. So in order to do well you need to get your ads clicked on. I got an email response saying he's been trying out a combination of ad systems to find the right one. Currently i have 202 ad views, with $0.01 of revenue. I received that at the 66 ad views mark. My game has well over 1000's of game views for comparison.

    Game Jolt uses some other system i have not research, but i am currently at 205 ad views, with $0.15 of revenue. With practically no advertisement of my game on there. I currently hid the game for now, to also test FGL website, where i am currently awaiting approval.

    I'll keep updating on the Clay.IO. It's up you to decide if its worth it. The only reason i have it still on their is because of the free webhosting, so i can publish on other app stores that require a secured host.

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