Jack: Snake Attack - Out now!

JHKeller

  • Posts: 38


Jack: Snake Attack

Edit: This is out now! -  https://apps.apple.com/us/app/jack-snake-attack/id964716701

Hey there, I wanted to share a game I've been working on. It's action game made for quick mobile gameplay sessions. I did all of the art/game design stuff and the music was done by Patrice Bourgeault.

I don't have a firm release date yet, but it should be before the end of the year on iOS and later on Android.

A few features are:
50+ hats, 7 backgrounds and 2 character types to unlock with no purchases necessary.
6 enemy types with different variations based on the location
A more difficult "Expert" mode that is unlockable for experienced players.
Only one in-app purchase that removes ads and unlocks 3 unique backgrounds plus a special hat

Thanks for checking it out!

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« Last Edit: October 14, 2019, 07:00:48 am by JHKeller »

merrak

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  • Posts: 2738
Artwork looks great! Good luck on the upcoming release.

Only one in-app purchase that removes ads and unlocks 3 unique backgrounds plus a special hat

I always appreciate that option. I'd much rather pay for a game than sit through a bunch of ads.

NickamonPoppytail

  • Posts: 1141
Looks awesome! How soon are you planning to release it?
Upcoming Projects
Poppytail 5 and Pixeltail: Fifth and sixth main instalments in Poppytail series. A Game About Trimming Hedges: Final Version: An updated version of the original AGATH. One Million: Last-one-standing style small project. The Poppytales: Platformer boss rush with character collecting. Skies n' Fall: Boss rush shooter prequel to Rise n' Brawl. Precious: Weird platformer. Christmas Time 2: Sequel to Christmas Time 1.

JHKeller

  • Posts: 38
Thanks! Development is more or less complete, I'm just doing some final testing looking for any remaining issues. I don't have a set release date, but I'm hoping in about a month.

colburt187

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  • Posts: 2416
Nice work! really like the art style.

decafpanda

  • Posts: 206

Ephoria

  • Posts: 37
Very nice artwork ! Good job guy's !


Follow me on twiter : https://twitter.com/_Ephoria

NickamonPoppytail

  • Posts: 1141
How's the game going?
Upcoming Projects
Poppytail 5 and Pixeltail: Fifth and sixth main instalments in Poppytail series. A Game About Trimming Hedges: Final Version: An updated version of the original AGATH. One Million: Last-one-standing style small project. The Poppytales: Platformer boss rush with character collecting. Skies n' Fall: Boss rush shooter prequel to Rise n' Brawl. Precious: Weird platformer. Christmas Time 2: Sequel to Christmas Time 1.

JHKeller

  • Posts: 38
How's the game going?

Good, just play testing stuff over and over looking for the last remaining issues :)

JHKeller

  • Posts: 38
Bump to say this is out now. Ended up taking me a little bit longer to get around to finishing up, hope you'll check it out!

https://apps.apple.com/us/app/jack-snake-attack/id964716701


irock

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  • Posts: 2891
Congrats on the release!

You did a nice job on the art. It's got a nice style, and the different backgrounds are interesting.

A big issue I have with the game is that most of my deaths are because of accidental inputs. I'll often mean to tap to swing my hammer, but the game will interpret my tap as a swipe downward, probably because my finger moved down a small amount as I tapped. I think it would be good to require the player to move their finger a minimum distance before you register it as a swipe input.

I also feel like there's no immediate feedback for when I tap and trigger the hammer swing, so the hammer mechanic feels rather disconnected from my input. The only feedback I notice is when the hammer's made contact with the ground, and I'm not sure if there's any feedback for when the hammer swing starts. Maybe you're delaying the hammer swing so you can allow time for a swipe input, and this is a consequence of that. It has a big adverse effect on my ability to time my swings.

I hope this feedback was helpful!

JHKeller

  • Posts: 38
Thanks Cory, that's good feedback.

It is exactly what you were thinking. I had to find some compromise between how far I ask the player to swipe before executing the command and also how long to wait after they tap  the screen before having the hammer swing (to make sure they aren't trying to swipe instead).  I ended up leaning towards favoring  faster/short finger movements to make higher enemy speeds more viable. It does make it more difficult some players though. It's something I'll probably want to take another look at.

There is a slight animation of him raising his hammer when you tap the screen before it determines what you want to do. It's maybe too subtle however, would probably be worth looking at how I could improve that as well.

Thanks a bunch for trying it and taking the time to write up some feedback!