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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Digital Panda Studios

The Juggles - A new mobile game about juggling cute creatures!

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Hey guys, were Digital Panda Studios and this is our new game ‘The Juggles’
The Juggles is an upcoming puzzle/strategy/reaction arcade style game for the iOS and Android platforms. The Juggles features simplistic core gameplay elements mixed in with challenging stages to achieve a game that is accessible to players of all skill but allows for higher skilled players to excel.
Simple tap controls
Cute and recognizable ‘juggle’ characters
A wide range of customization for your Juggles
Available across a range of platforms and devices
Lots of phases to keep gameplay fresh and interesting
Score multipliers and bonus stages
Experience and leveling system 
Juggling in the game is a comfortable balance of easy to pick up but difficult to master, juggling only requires a simple tap on a ‘juggle’ to send them flying back into the air. A juggling line is established about a quarter of the way from the bottom of the screen with the experience bar, juggles can only be click below that line (this is to stop people spam clicking anywhere on screen)
The aim of the game is simple, don’t run out of lives and get the highest score possible. Lives are lost when you drop a juggle. The main gameplay is broken up into 3 parts, action phases, rest phases and bonus stages. Action phases introduce new elements to the gameplay which changes how the 'juggles' are manipulated and move, with rest phases being a small break in between action phases. The bonus stages are randomized events that give the player an opportunity to build up more points without the fear of loosing a life.
Here's a few screenshots from an alpha build so there's a high chance of things being changed and improved, and feel free to ask question if there's anything you would like to know or leave suggestions on what you think could be added to make this game even better!
Thanks DPS

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