LIGHTS - Coming to the Apple App Store

sebmat86sebmat86 Member Posts: 339
edited October 2014 in Announce Your Game!

Ive been working with GS for a few years now. One of my games, In Another Story I Am Me (check it out on http://forums.toucharcade.com/showthread.php?t=221393), was supposed to be released this summer, but a lot of stuff happened and everything just went down the drain... One day I´ll continue working on that game.

But a few months later, around a month ago, I started to work on a new project just for fun, and so that I could start refreshing my knowledge again. Well, 4 weeks after, this is my latest game, and hopefully my first to be released on the app store. Its called LIGHTS and it is now available on Arcade as a demo of some sort... Two levels available.

Guide the light through obstacles in this awesome game with graphics to die for (not the Arcade version though, being zoomed in and all... as well as the trailer. They do not make the games graphics justice. Its tested and it runs best on iPhone 5)! With many beautifully ambient, loveable tracks giving this smooth piece of hard but relaxing game warmth. Check it out!

Here´s the trailer:

Here´s the GS Arcade version: http://gsrca.de/125440

If you have time, please help me decide which of these 6 icons should I use as the final app icon for the game?
1-3, top left to top right. 4-6, bottom left to bottom right.

(If the img does´t show, click this link: http://imageshack.com/a/img743/9053/UJT395.png)

Thanks!
/Seb @ Venerable Rain

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Comments

  • sebmat86sebmat86 Member Posts: 339
    edited October 2014

    About the business model... What do you guys, who have already released games to app store, feel is the best model to use? Im still struggling with which way to go. Im thinking free to play, with 3 unlockable levels and unlockable music. You earn light bulps by either finding them in a level, scoring high or go the easy way and buy them. With the light bulls you buy stuff. Is it fair enough? You can still get everything in the game by just playing. Do you guys think that this will work? What is your experience? Please, share your thoughts here!

    Edit: Also, does implementing Game Center, Leaderboards, linking to FB etc, actually help spreading the game? I know everything comes down to how fun the game is. But I see really good games out there never reaching the surface, and some of these games don´t have GC or Leaderboards to them, yet some does. Whats your thoughts about this?

    /Seb @ Venerable Rain

  • jorkosjorkos Member, PRO Posts: 353

    free to play for something like this with unlocks, my 2 cents

  • sebmat86sebmat86 Member Posts: 339

    @jorkos said:
    free to play for something like this with unlocks, my 2 cents

    Yeah? Kind of my thoughts too. What do you mean by "something like this"? Do you mean that this kind of game should always be F2P with in-app purchase? What kind of games do you feel are appropriate paid apps? Don´t get me wrong, I agree with you that I should go for the F2P model, Im just interested in what people think a F2P vs a paid app looks like.

    Thanks for your input so far, man! :) Much appreciated.

    /Seb

  • sebmat86sebmat86 Member Posts: 339
    edited November 2014

    Hey, so here´s an update.

    Still working hard on getting the game ready for publishing. There´s 5 endless levels in the game, or modes, might be better to say. You unlock them with light bulps that you´ll collect within these different modes and by scoring high. Each mode comes with one new track but there´s also unlockable music.

    So here´s a few new pics from the menu. The last mode, "Noir" is still not finished. What do you think so far?






    /Seb @ Venerable Rain

  • DuesDues Member Posts: 1,159

    Looking good! :)

  • BigDaveBigDave Member Posts: 2,239
    edited November 2014

    This looks so insanely good remove the horrible background in the trailer around the device. Make it pure white. Give it the clearness and space it deserves.

  • LovejoyLovejoy Member Posts: 2,078

    Sweet looking game.

    Fortuna Infortuna Forti Una

  • Braydon_SFXBraydon_SFX Member, Sous Chef, Bowlboy Sidekick Posts: 9,273

    Awesome job - I really like the particles and effects you gave the orb. It doesn't look like a cheap job with the particles - it's obvious you spent some time making it looks like a ball of light. Great job!

  • beefy_clyrobeefy_clyro Member Posts: 5,394

    @BigDave said:
    This looks so insanely good remove the horrible background in the trailer around the device. Make it pure white. Give it the clearness and space it deserves.

    Completely agree

  • sebmat86sebmat86 Member Posts: 339

    @beefy_clyro‌ @BigDave‌

    Hah, yeah. This was actually a desperate solution, a quick fix. Making the in game footage filling the whole screen would not have made the game justice. Maybe on mobile devices, but not on a monitor. So yeah, Im taking your advice with me, and when I´ve got the time, I will change that surrounding terrible pic! If not for this trailer, then most def for the next one! ^^ But is white too much? Should I just make it all black? Maybe a bit white light behind the phone... Oh well. But I´ll change it for sure.

    Thanks for the feedback, and glad you like the game visuals! :)

  • sebmat86sebmat86 Member Posts: 339

    @Dues‌ @Thunder_Child‌ @Lovejoy‌

    Thanks, you guys! So glad you like it. :smiley:

  • sebmat86sebmat86 Member Posts: 339

    @Braydon_SFX said:
    Awesome job - I really like the particles and effects you gave the orb. It doesn't look like a cheap job with the particles - it's obvious you spent some time making it looks like a ball of light. Great job!

    Yeah, I did. I just had to get it right. Awesome particles does a lot for the game. Kills performance though.. No problem with iPhone 5, but one game mode is a bit too much for the iPhone 4. :wink:

    Thanks for commenting, and really glad you liked it!
    /Seb

  • RedRoboRedRobo Member, PRO Posts: 682

    Lovely graphics and great music....makes for a nice atmosphere to the game. Well done!

  • beefy_clyrobeefy_clyro Member Posts: 5,394

    Glad to hear you're changing the background for a trailer. I would try pure white, pure back and one with a light behind, see what looks best.

    I do love the particles at the end of the trailer when it reveals the name Lights (seen in last screenshot), the movement is actually perfect for what I need in my current game i'm working on ... Wanna let me know the secret? ;)

  • sebmat86sebmat86 Member Posts: 339
    edited November 2014

    Hey, thanks, @strag‌! :smiley: Im thinking of uploading the music to my bandcamp site eventually. When I´ve got the time.

    Cheers
    /Seb

  • sebmat86sebmat86 Member Posts: 339

    @beefy_clyro said:
    Glad to hear you're changing the background for a trailer. I would try pure white, pure back and one with a light behind, see what looks best.

    I do love the particles at the end of the trailer when it reveals the name Lights (seen in last screenshot), the movement is actually perfect for what I need in my current game i'm working on ... Wanna let me know the secret? ;)

    Yeah, I´d love to let you know the secret! :) Let me work on getting you a .proj file with one scene and the actors. Ill try to do that tonight!

  • beefy_clyrobeefy_clyro Member Posts: 5,394

    @sebmat86 said:
    Yeah, I´d love to let you know the secret! :) Let me work on getting you a .proj file with one scene and the actors. Ill try to do that tonight!

    Hero! Thanks! Would be much appreciated. I had something but not quite the movement i was looking for, I planned on readdressing it at a later date, yours is delightful would like to see what settings were being used. Cheers

  • robertkdalerobertkdale USAMember Posts: 912

    When will the game be available? :)

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  • sebmat86sebmat86 Member Posts: 339
    edited November 2014

    @robertkdale said:
    When will the game be available? :)

    Hopefully Q1 2015! :) Maybe already in January. But sometime between Jan-March

  • robertkdalerobertkdale USAMember Posts: 912

    GREAT! I will be looking out for it. :)

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  • sebmat86sebmat86 Member Posts: 339
    edited November 2014

    So here is another update with a bunch of pics from the game. I changed the name of some of the levels/modes and Im working on the fifth and the last mode called "Noir". Will post pics of that one later. But for now, here´s a few pics from the second mode "Synesthesia"



    http://imageshack.com/a/img540/8642/qtaCW9.png

    If you haven't already, try out the GS Arcade version of the game:
    http://gsrca.de/125440

    But remember, the game will be optimised in every way for iPhone5.

    Cheers,
    /Seb

  • DuesDues Member Posts: 1,159

    Really looking forward to testing this :)

  • sebmat86sebmat86 Member Posts: 339

    Here´s a few new images from the mode "Black Light"




    Also, Im planning on implementing Game Center with achievements and leaderboards and finally in app purchase. So I will probably have millions of questions about this eventually. And I will have a few questions about iAds also. But that in due time.

    Cheers,
    /Seb

  • Thunder_ChildThunder_Child Member Posts: 2,343

    So your going to have a sweet all dark background game all mysterious...and then really bright iAd bar on it?

  • sebmat86sebmat86 Member Posts: 339
    edited November 2014

    @Thunder_Child said:
    So your going to have a sweet all dark background game all mysterious...and then really bright iAd bar on it?

    Haha! I know exactly what you mean. Thats why I wrote that Ill probably have a bunch of questions regarding iAds later on.

    So you're basically saying that I cant control iAds much at all? Because if it is forced, Im probably not going with it. But if theres any way to make them less forced, I might try that out. Like dedicating one scene for ads..? Is it possible? I mean, how much control do I have over iAds? Or is the idea to force ads on the player?

    About the thumbstick. Yeah. Ive been playing around with that idea also. But I need really accurate controls on this level/mode. Hitting the walls means you're dead! Hehe

  • Thunder_ChildThunder_Child Member Posts: 2,343
    edited November 2014

    @sebmat86‌

    About iAds...you CAN have an iAd show continiously this is true. Personally with a game that lloks so nice I assume if you do have ads...you have an option to buy the game ad free...which generally will make money more than ads (my experience)...you can also have ads intermentantly by having an actor with a timer attribute to show ads (true and false) example would be to when game starts to have "ads false".....start timer say "3 minutes"....at end of 3 minite false make true....when true start timer to make false after 5 minutes and so on...if you dont know...iAds need to be shown for a full 45 seconds to get a 100% fill rate and apple pays full ad rate. So if your ad timer to true was set for say...360 seconds you would get an iAd shown 8 times...then give the player a break. I assume your game view is landscape and the ads are pretty thin and so thats a plus for you. I dont suppose it woukd be SO BAD to have ads but you know what I meant about such a nice game...al spookyfied and sweet...to then have ads. Keep in mind also if you have an ad during a scene change of any kind....the ad probably wont be seen very long and will actually lower your fill rate. This is when I would consider alternate ad options...like the pop ups...(more ads). I dont show ads during scene changes. That way when I look at my fill rate compared to how many requests and impressions I have...I can actually get an idea of how long people are playing my game. It doesnt tell me how many people are playing....I can just calculate time of acutal game play this way.

    As far as the thumbstick goes. Ive learned that most of them end up variable in speed according to how far to the edges you control your thumb and so it made me think you could have good control that way...one finger vs 4 buttons. Just my thoughts.

    Still cant wait to try this game out...lights out...air play of my BIGGins TV :smile:

    Side note...your clicky of insightful game me a badge...whoop whoop ! :D

  • sebmat86sebmat86 Member Posts: 339

    @Thunder_Child said:
    sebmat86‌

    you can also have ads intermentantly by having an actor with a timer attribute to show ads (true and false) example would be to when game starts to have "ads false".....start timer say "3 minutes"....at end of 3 minite false make true....when true start timer to make false after 5 minutes and so on...if you dont know...iAds need to be shown for a full 45 seconds to get a 100% fill rate and apple pays full ad rate. So if your ad timer to true was set for say...360 seconds you would get an iAd shown 8 times...then give the player a break.

    Very insightful info, mate! Im gonna keep that one in mind. If not for this game, then definitely for future projects! But, honestly, Im still struggling with weather or not to have iAds. They do ruin the experience. Hmm... A though one... And yes, with an atmospheric game like this, it might really ruin it...

    @Thunder_Child said:
    sebmat86‌

    I dont show ads during scene changes. That way when I look at my fill rate compared to how many requests and impressions I have...I can actually get an idea of how long people are playing my game. It doesnt tell me how many people are playing....I can just calculate time of acutal game play this way.

    This too, was awesome info! :)

    @Thunder_Child said:
    sebmat86‌

    As far as the thumbstick goes. Ive learned that most of them end up variable in speed according to how far to the edges you control your thumb and so it made me think you could have good control that way...one finger vs 4 buttons. Just my thoughts.

    Gonna look into that. Is there a template you have in mind? Maybe?

    @Thunder_Child said:
    sebmat86‌

    Still cant wait to try this game out...lights out...air play of my BIGGins TV :smile:

    Side note...your clicky of insightful game me a badge...whoop whoop ! :D

    Sweet, playing this on the telly! Glad I could help you out with the badge, btw!! Awesome! :D

    Cheers!

  • SocksSocks London, UK.Member Posts: 12,822

    @sebmat86 said:

    Black Light mode looks really cool ! :)

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