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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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DuckedAgain

GoldBeard released in the play store

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Hello everybody,

Our little group of developers, PunchScreen Games, has just released the app version of our first game on the play store. It is completely free so please give it a quick look see and we hope you enjoy.

https://play.google.com/store/apps/details?id=com.punchscreen.goldbeard

 

 

 

When the Queen of the Dwarven kingdom discovers that the Dwarf Kings’ huge party has spent every last coin and drank every last drop of ale she goes to the one dwarf she knows she can trust, Goldbeard. Can he negotiate his way through the dwarven dungeon and fill his magic sack with gold and ale, saving the day for his Queen and the entire Dwarven kingdom!

It is up to you to help Goldbeard navigate the 40 halls of the dungeon, each more deadly then the last. Open the doors to travel deeper into the dungeon all the while collecting as much treasure and ale as you can carry. Be wary though, as Goldbeard can only see within the limits of his torchlight and many pitfalls can befall the unaware.

Features

Platformer game with 40 halls to explore – Timing and judgement is everything and Goldbeard carries no weapons with him on his journey. He must rely on speed, agility and cunning to survive.

Encroaching Darkness - Goldbeard’s torch can only keep the cavernous halls of the dungeon illuminated for so long. If the onscreen timer runs out, darkness descends and you will have to restart the level.

Locked Dungeon Doors - Doors are opened by dropping Ruined Blocks onto Pressure Switches.
Treasure and Ale - Do not forget your purpose in the dungeon is to get enough coin and ale to keep the kings party going long into the year…

Ancient Skeletons - The ancient remains of Dwarves long since passed, doomed to roam the dungeon for all eternity.

The Dragon - Nobody has ventured into the deepest hall of the dwarf’s dungeon in eons but the old stories say it is now the lair of the Dragon, and once the journey through the halls begins it is the only way out.

All original artwork and music – Created by the team at Punchscreen Games.

Edited by DuckedAgain
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Game isn't bad! A few things I find weird though:

- my phone is "upside down": usually in all games the buttons are on the right in  landscape mode.

- I can't quit the game without pressing the home button and killing the process. Wouldn't enabling the back button or designing a quit touch button be better?

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Thanks for the feedback, 

To be honest you are not the first to mention the back button. We are working on an update and I hope it will be available real soon.

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Have you tried other marketing channels so far? The game is cool! 

As this is our first project we are learning as we go, and to be fair we are a little ignorant on the marketing front but desperately trying to learn fast. We have posted on a few forums and sent a press release to some review site but have yet to get any response.

 

If you have any ideas on marketing they would be greatly appreciated.

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