I was kind of hoping for some power-ups, like a faster shot rate or scattershot. Those might be present, and I just didn't get to them yet, only made it to stage 3-x on first attempts. I also wish the stages had more variation, might feel too repetitive after a while – though that might happen later also.
Anyway, for $0.99, I'm definitely not complaining. It's a fun game and definitely an example of what I'm looking for. I'd personally be willing to pay more, in the $4.99 range, for a game like this, especially if it had some the variation features I mentioned above – but I might be unusual.
Unfortunately, there are no power-ups, and the levels do repeat after the boss level (although the game does become progressively more difficult). Those are definitely great ideas for the next iteration of the game.
Thank you, again. It means a lot to me.
I play(ed) a game called Sky Force 2014 that would have benefitted from a prestige mechanic.
As for your game-play issue, try off-setting your finger on the screen, away from the actual ship. That is to say, I made it so that you can actually have your finger anywhere on the screen to control the ship (i.e., you don't have to have your finger directly on the ship to control it). That will help you as you're trying to navigate through the asteroid field (and the other levels as well)!
Thanks again!
Could you please take a look at my game:
https://itunes.apple.com/us/app/drone-invaders/id1047158768
Powerups are there. :)
The reason IAP became so big is because there was a huge race to the bottom in pricing in mobile, $1 isnt sustainable, so everyone was forced to find alternate revenue streams. If apple got rid of free and <$5, the average quality of the app store could be so much higher
I spent 3 months building Hipster CEO and its made me approx $40-45k (as well as leading to other projects). Not a bad return for 3 months work.
Each version improves existing games in the arcade and/or adds new ones... you can play your 20 coins/day first, then buy extra if you choose... there's no reason that model couldn't work quite well.
We didn't even make the development cost back. We actively fought against the idea of IAPs and trying to hook whales, even though it would have been easy to introduce mechanisms to do it (on the hardest level it's almost impossible to beat).
[1] iOS: https://itunes.apple.com/za/app/fleet-of-one/id580453079?mt=... Android: https://play.google.com/store/apps/details?id=za.co.polymorp...
https://unity3d.com/learn/tutorials/projects/space-shooter-t...
Again, thank you for taking the time to play and provide feedback. This was my first game, and it's clear that I have a lot to learn!
I wanted to say that I developed Rocket Renegade [1] for iOS. It's an 80s-inspired arcade shooter, with elements reminiscent of Space Invaders, Asteroids, Galaga... and, of course, it contains bosses.
I wrote all of the code, and I composed the soundtrack as well. The bitmap graphics were done by game designer Daniel Cook, who released them under a Creative Commons Attribution license.
I believe that it fits all of your requirements: the quality is high, the gameplay is fun, it runs rock-solid at 60 frames per second, the music is awesome, and it's a POP game (Pay Once to Play); no IAP, no ads.
It's essentially a straight-up, gun-for-your-highest-score-classic-arcade-shooter.
[1] https://itunes.apple.com/us/app/rocket-renegade/id955229059?...