Games I’ve Been Playing: Pocket Trains

I’m back, my people!
Playing game

Get Pocket Trains for iOS here.
Get Pocket Trains for Android here.
Or watch the gameplay video here.

Oh wow, it’s been quite some times since I posted anything here. Have no fear, I’m back now! And I also got a much longer and heavier post ready to be published. In the meanwhile, I hope this light post on the latest game I’ve been playing would whet your appetite.

Onward, then.

Choo choo!

So, what is Pocket Trains? Is it some sort of Tamagotchi game where you raise train that grows longer and longer? Well, the truth isn’t far off, because instead of raising a train, you’re managing a network of railroads that grows larger and larger.

Pocket Trains is the latest game from Nimble Bit, a game studio known for its addicting timer-based game Tiny Tower. So as you might expect, Pocket Trains is another one of their attempt at the casual, timer-based simulation genre. On Pocket Trains, you will send various trains across the world, wait for them to arrive at their destination, and then proceed to collect the reward. The reward you get can be used to grow your railroad empire by purchasing track to another city or building a new train you can use.

Despite being a timer-based game, Pocket Trains isn’t one of those games where you can advance by just mindlessly tapping stuff on the screen. For each train you have, you must manually choose which stuff the train will deliver. Since different jobs have different reward, there’s some sort of tactical aspect to the game where player must choose the best route and jobs to attain the best reward possible.

To be honest though, I still can’t decide wheter this tactical layer a bad thing or a good thing. It sure brings more depth to the game, but it also brings more complexity.


In addition to the standard delivery job, Pocket Trains also has daily events to spice things up. Every day (real life day) you will get a new random goal to deliver stuff to (or from) a certain location. I really like the addition of daily goals on this type of game. It gives a smaller goal that player can chase everyday so they won’t just play around aimless.

Speaking of aimlessness, despite the addition of daily events, progression (or the lack of it) is a major problem in Pocket Trains. Yes, your railroad empire gets bigger and you also have more trains to manage, but the game does a really poor job of conveying this growth. The railroads isn’t getting more used, the stuff you deliver stays the same, even the stations aren’t getting more crowded.

Part of the problem with the progression is the low amount of available upgrades. You can only upgrade the train fuel capacity and how much stuff it could carry. So no, you can’t make your trains go faster or use the fuel more efficient or any other upgrades you can think of. I mean, it’s called Pocket Trains for god’s sake, so why can’t I tinker with those trains?


I may have been a bit harsh on Pocket Trains on my writing here (still, Nimble Bit has shown that they can do better), but it’s still a game I’d easily recommend to anyone. Despite all its flaws, Pocket Trains is still a good game that you can easily get into when you found yourself with a tiny bit of free time. And it’s free too!

For the time being though, I’m still waiting for that Tiny Deathstar 😉


[1GAM-Mar] Grid Chaser: Progress Log #3

Who would’ve guessed that just talking about some screens could get this long XD
One Game A Month
Before we go further, let me just tell you that Project Chaser (or Grid Chaser as the correct title) has finally been released on Google Play! Give it a try from here, and if you don’t have any Android device, feel free to check out the gameplay video here.

Wait, what is Project Chaser? Project Chaser is an Android game where you move around in a maze using swipe control while trying to chase down an enemy. Project Chaser is also my March entry for #OneGameAMonth, and you can read the first progress log here and the second log here. So what have I been doing with project Chaser so far?

Well, it’s the last week of March and all I’ve been working on so far is the gameplay mechanics (after all, that’s where most of the fun is). Problem is, there’s also a lot of stuff on a game other than the gameplay, like the title screen or the pause menu. So I fired up Photoshop and started exploring how those screens would look like.

Pause screen

Since pause menu is the simplest one, I started working on that one first. All a pause menu needs is a text telling that it’s paused and a button for resuming the game. This time I tried to do things a little bit different by having the player tapping anywhere on the screen to resume the game. After all, I feel that its implementation in Super Hexagon result screen is really nice and make navigating the game feels faster, so I wanna see how it does here.

I also added an extra button to return to the title screen in case the player doesn’t want to play anymore. The original look I’m going for is a simple flat button, however most part of the game has been pretty flat, so how should I make the button stands out more? Well, my answer to that is by actually making the button literally stand out, so I added a simple pseudo-3D effect on the button in hope that the player would realized that this particular rectangle can be pushed down.

I really like how the pseudo-3D effect looks that I decided to also makes the pause text has the same effect (previously its just a flat, simple text). I like this new look so much that I ended up changing the entire art direction of the game from a simple flat, retro look to a pseudo-3D one XD

Check out the title screen below for more pseudo-3D madness.
Title screenIt only shows static image here, but the little rectangles on the background is actually moving from the center to the edge of the screen. The idea is to have some sort of speeding-up-in-a-tunnel look without having to actually do it in a 3D scene. To be honest, I should have used a better speed calculation so it looks more realistic, but eh, it’s good enough this way.

This time I decided to also have the level selection menu right on the title screen to make things simple. To tell you the truth, originally I wanted to have the level selections slides horizontally when changed, unfortunately due to the limited amount of time that I had, I had to cut it from the feature list.

One of the reasons I didn’t have enough time is because I spent so much time working on the “Grid Chaser” title text. I tried to make the text a little bit more fancy by adding a more complicated 3D look which surprisingly took a lot of time to get right. I also iterated over several versions of the text since I just can’t seem to get the look that I want.

Here’s one of those alternate versions of the title text that didn’t make it to the game:
Alternate title textWhile this text looks okay on a plain black background, it doesn’t look really good on the actual title screen so I ended up scrapping it =/

So with the pause and title menu done, what’s coming next? Well, the tutorial is one thing I really need to do since it’s crucial to make players understand what the game is about. Other than tutorial, there are still tons of little stuff that need works such as a working level selection, progress saving, and even finding a suitable background music.

But don’t worry, I managed to do all those stuff in the end, so stay tuned for the final progress log of project Chaser!
(and check out the game here!)

Project Mirror Final Log [1GAM-Feb]

Since this log is comprised of 2 weeks of progress, it’s longer than usual.
One Game A Month
Yep, it’s pretty late and I’m sorry for that. Got some stuff to do for the past 2 weeks, some of them boring while others are exciting (which you’ll find out some time later… or maybe not, I haven’t decided yet). Now that I have apologized, let’s get on with the post! Oh, and in case you missed the previous log, it can be found here.

I’m participating in OneGameAMonth, and my entry for February is Project Mirror which is some sort of a platformer game from first person view made with Unity3D. So, what did I do in the third and fourth weekends of February?

Or you can skip reading the whole thing and just try the game here.


Well, when developing a game, I like to have most of the game life cycle (pause screen, game over screen, etc) ready before perfecting the gameplay. And that’s exactly what I tried to do on the third weekend.

Following the example on BurgZerg Arcade video tutorials, I tried out UIToolkit, a free plugin for Unity3D that provides a quick and easy way of building interface. Unfortunately, the plugin doesn’t came with any example or asset that can be used to check out the plugin capability. Not to mention that the plugin requires the font to be made in BMFont creator that isn’t available in Mac for free. So I struggled with UIToolkit for the whole weekend and in the end I didn’t manage to come up with anything new.

(A little trivia, I’ve been using BMFont to draw text on my game for a while, but I never knew that it’s a widely-known format 0.o)

By that point, I was very frustrated. The third weekend has ended and the game hasn’t progressed much. So I vented my frustration on Twitter (as can be seen below). Fortunately, a certain CEO of Unity Technologies picked up on my complaint, and after I explained my problem, he suggested that I used NGUI plugin to do the UI stuff. I quickly checked it out and was quite impressed by the WYSIWYG capability of NGUI. After finding out that NGUI has a free version, I made a mental note to try NGUI for my game on the next weekend.

When the next weekend came, I have other stuff to attend to, so I moved the development to be on the last few days of February.

On the third day before February ended, I started exploring NGUI, which fortunately came with examples and some UI assets so I can quickly test out stuff. This time things fared much better and by the end of the day I have an idea of how to build those other screens. I started working on the UI assets later that night and by the next day I finally have functional title, pause, and result screen. I don’t know if I did it the right way, but at least I have them working.

Now that the interface has been taken care of, it’s time to work on the gameplay again. I have one night (of February 27th) and one morning (of February 28th) to pull it off and wrap the whole things up.

At this point I already have a randomly generated platforms that can make a turn and goes up and down. For me the difficulty is already challenging enough, but I need to make it ramp up from easy to difficult (like having only straight path in the early section). In the end I spent the whole night tweaking the difficulty progression and fixing various little things.

The last morning of February came and I remembered that I haven’t put any form of audio on the game other than for button clicking. So, I browsed NoSoapRadio and quickly found a suitable music (which reminds me of Mirror’s Edge music, how fitting). To spice things up I also added a “ding” sound effect every time the player stepped on a platform, and whoa, the result of this little addition is surprising.

This “ding” SFX actually made the game much more exciting and gives feedback to players that they’re doing the right thing (by jumping to the next platform). Seeing this, I decided to amplify the result even further by making the platform light up when it’s being stepped on. The result is quite pleasing that I thought it’s possible to twist the game into some sort of musical game where you play music note by note by moving on these platforms. No need to hurry though, there are still 10 months left in 2013.

By noon I finished up the development and hosted the final version of the game on Dropbox. And with that, the development of Project Mirror is wrapped up.

Title screen

Oh right, I finally decided on the name of the game: Dimensioneer, since the player is supposed to be adventuring in some sort of shifting dimension (though that particular setting never actually appear in the game).

And I also skipped on one thing, exporting the Unity project to a browser-playable game. At some point in the middle of February I wanted to ask feedback for the game, so I exported the project as a webgame and hosted it on Dropbox. The responses were quite unexpected, some people were saying that the game keeps asking for Unity webplayer even though they already have it. Apparently Chrome refuse to check for Unity Webplayer if it’s requested via an insecure channel. So I simply changed the HTML page to request using HTTPS instead of just HTTP and now it’s solved, phew!

So yeah, now you could play the game on your browser here, or just watch the video below if you don’t want to download the webplayer.

While I’m quite pleased with how the game turned out, it isn’t exactly what I envisioned when I started the project. I think the main problem is with the first person view. While first person camere is good to make the player more immersed into the game, immersion requires tons of resources like sound and animation, things that I don’t have the time to make. Oh well, let’s chalk this one up to experience.

Anyway, how’s my first date with Unity3D? Well, it’s… different. I totally hated a lot of Unity’s way of doing stuff, but I really, really liked the 3D engine. Unless I’m doing a 3D game, I think I’ll stick with other, more conventional game engine (Shiva3D looks mighty interesting tough). That said, I think a friend of mine summed it up the best, Unity3D makes difficult things easy and easy things difficult.

So, now we’ve got February game in the bag, what about March? Well, the original plan is to continue working on Project Mirror on March, but something came up for March. I can’t share you any detail yet, but I’ll just say it’s another mobile game. Yeah, I’m back to my home turf, baby!

Project Mirror Progress Log #1 [1GAM-Feb]

It’s that time again for another progress log!
One Game A Month(oooh, I really like how this header image turns out =3)

Well, as some of you may have known, I’m participating in OneGameAMonth, a movement that encourages people to release a game every month. You can check out my game for January here, but since it’s now February, let’s talk about my new game!

Other than the gameplay, my January game is pretty much a familiar territory. It’s for a familiar target platform and made with a familiar tool. So February is time to try out a new tool (which is Unity3D), a new dimension (which is the third dimension), a new approach, and a new challenge. Basically, I’m trying to get out of my comfort zone.

So what will my February game be? Well, the original idea is from a twitter conversation some time ago (sorry, too lazy to dig through my tweets) and this is the light version of that idea:

The player is stuck on a temporal dimension that keeps changing. To survive, the player must keep moving, jumping from one platform to the next as quickly as possible to avoid getting swallowed. The game is viewed from a first person perspective.

Think of the game as an endless Mirror’s Edge but with randomly generated level. And so, since I haven’t got a proper name for the game, I’ll call it Project Mirror for now (even though the game has no mirror at all).

Mirror's Edge

Mirror’s Edge.

That said, the inspiration actually came from playing Assassin’s Creed III. Running and jumping around on that game feels really, really fun, so I wondered if having that kind of experience on first person view would be even more awesome. Oh, and the radio tower puzzle on Far Cry 3 is also another inspiration since it’s rare to see such a well-executed platforming puzzle on an FPS game.

Usually I would start developing a game by sketching how the game would look. However, this a 3D game with a first person camera, I don’t think sketching how the game looks from the camera would help visualize the game. So this time around, I decided to just poke around inside Unity3D engine and tried to get a feel of the game. Like I said, I tried a new approach for this game.

Well, I played around with Unity3D for a bit and this is what I’ve got so far:

Note that the platforms will be totally randomly generated, so there shouldn’t be any big jumping section like that in the early part. I just put it over there to have fun with Unity3D level editor =D

As can be seen from the video, I haven’t got really far with the game since I’m still learning the rope with Unity3D. I managed to generate a series of disappearing platforms that player have to jump across, but that’s it. As expected, generating an exciting platforms that’s fully random is hard since people will get bored if it’s just jumping and jumping, it have to be more varied.

That said, variety can be improved by increasing player’s skill set. Right now it’s only running and jumping, but simply adding something like a wall run or ladder climbing would improve the kind of platforms that can be used. I haven’t decided any additional ability to add yet though, I would have to find the formula for generating fun platforms first.

This time around I’ll try to stick with horizontal platforming. The original idea that I tweeted before is actually a Prince of Persia-like game with first person view where the player has to climb an endless version of the tower of Babel (even I got the title already: “Babel”). Who knows, may be that will be my March game?

As for the graphics, since the game takes place in some sort of inter-dimensional realm, I can stick with those white cubes for the platforms. The visual I’m trying to achieve here is similar to Assassin’s Creed loading scene where it’s just white stuff all over the place. That said, it won’t be only cubes though, I’m hoping to have more complicated forms like a stair, an L shaped platform, and other stuff.

Another thing I’m hoping to have is some sort of cool effect when a platform appears. I really like the scattering polygon effects on Assassin’s Creed III loading scene, so I’ll try to emulate that. I It seems a bit to complicated though, so I may have to simplify the effect into something like multiple tiny cubes gathering together to form a bigger platform block.

Assassin's Creed III

Assassin’s Creed III loading scene.

It’s interesting to see that this game development can be separated into several big challenges. The two biggest challenges that I can see are how to generate a fun platforming section and how to implement various movement abilities like sliding or wall running. I feel like if I can get those two problems solved, I would have a nice game at my hand. Oh, and implementing that “scattering polygons” effect like in Assassin’s Creed would be tough too, but it’s low priority for now.

That said, there are only 2 weekends left in February, I don’t know how much I could do with them =/

Trivia: some of my friends claimed their dream game is an RPG. Me? I guess my dream game is a really immersive FPS game =)

Project Claw v0.2.0

Right, time to go back to write about my main game!
As the title implies Project Claw has just got a major version number increase from version 0.1 to version 0.2 =D Go check it on Google Play!

With major version number increase comes a major update too. The whole game has been revamped (even the pause menu) and it now features a brand new engine for the orb-grappling mechanism. Unfortunately, the update makes the game much more complicated, so I have to remove support for Android Froyo and below.

So anyway, what is included in this major update?

  • Physics engine.
  • Power ups (finally!).
  • Coins to unlock stuff.
  • Costumes.
  • Upgrades.
  • New level.
  • Store menu.
  • And other small stuff that I forget.

Like I said, it’s a big, big update and there are tons of stuff that player can do in the game now. If you look at it, stuff like coins, upgrades, or pickups seem to be a natural progression for this game. However, in the previous version pickups aren’t possible to implement because there is no way for the player to control their movement in order to try and get the pickup. The new physics engine remedies that problem by allowing player to swing around and control their movement, albeit limitedly.

Store menu

Unfortunately, there’s no video (yet?) of the overhauled grappling mechanism, so you have to try it out yourself. But yeah, I really need to capture the latest version of the game on video. The current gameplay video has been very, very outdated now =/

Oh, one last thing, the actual game on Google Play is now on version 0.2.3. There have been some minor updates after v0.2.0, they are:
Version 0.2.1

  • Tweaked items pricing.
  • Improved game performance.

Version 0.2.2

  • Added a new set of upgrades.
  • Tweaked items pricing again.
  • Added menu animations.

Version 0.2.3

  • Fixed a bug with the analytics.
New upgrades

The new set of upgrades.

So, what’s next?
Well, currently I’m preparing a new additional mechanic for the game. Not just a new challenge or a new obstacle, but a brand new game mechanic. I have showed an early version of it to some people and the response has been unbelievably positive =D That said, it’s not going into the game any time soon, there is still a lot of things to consider about it. But it will be on version 0.3.0, though who knows when it will be released.

What’s going to come soon is more stuff on the store. People seems to like unlocking stuff, so that’s what they will get. And despite the store popularity though, people doesn’t seem to be interested in unlocking the new level. So I suppose I’ll have to do something about it too.

And don’t forget, you can get the game from here!

Vector Review

It’s been a long, long time since I last reviewed any game =’)
Get Vector from Google Play for free here!
And BTW, there’s an iOS version too.

A couple of days ago, someone made a rant about how there’s no good website dedicated to Android gaming. I tend to agree with this sentiment, on iOS side there are tons of review site (my personal favorites being Touch Arcade and Slide To Play), but on Android side? Barely. Sure, there are sites like Android Police, but they cover everything about Android, not just games review. May be there’s some pent-up demand about Android game reviews after all.

To be honest, I’ve always wanted to do some mobile game reviews for a while now. Problem is, I don’t really play games all the time, so I usually ended up finding games that has gained some popularity. I don’t see the point of reviewing a popular game since everybody already know about it, so I never write one. So, when yesterday I read that there’s this new Android game called Vector, I thought of reviewing it to restart my series of game reviews =D

Off to the review then. What is Vector?

Vector gameplay

Vector is what happens when Canabalt and Mirror’s Edge have a child. It’s a runner game focusing on parkour where you have to run across rooftops to escape from your chaser.

Parkour? Why yes, the game has countless variations of animation just for jumping over obstacles. Jump at the correct time and you would leap over it smoothly, time it a bit off and you would roll over it, time it way off and you would just simply jump on it. Every mistiming would slow you down a little, so if you do it a lot your chaser will eventually catch up with you.

Oh, and there are also other abilities like sliding, dashing, and even wall jumping, but nothing beats leaping over obstacles when timed correctly.

Unlike your usual runner game, Vector features several levels that can be finished in a minute or two, so there’s an end to this game. Each level has a score system that will give you a maximum of three stars if you manage to collect all pickups and execute all the tricks on that level. These stars will then be converted to coins which can be used to unlock stuff.

Even though I said stuff, these coins are mainly used to unlock more parkour move. Backflips, somersaults, barrel roll, you name it. However, even though you can purchase tricks, it doesn’t mean you can freely use them. Hoping you could somersault over any obstacles? Good luck with that, a pre-determined trick will be executed if you jump at the right time at a special spot. Oh, and have I mentioned that each level only has 3 of these spots?

It’s a weird situation. Seeing those parkour tricks being pulled off is really cool and satisfying, yet the game doesn’t seem to want you to do it too much.

Vector pickups

Right, I did mention pickups before, didn’t I? There are several pickups scattered across the level and you must get all of them if you want to gain a three star score. Problem is, sometime getting these pickups requires mistiming your jumps. For example, at one point, to get a pickup you need to jump incorrectly so you can land on top of an obstacle instead of properly leaping over it. Contrast this with Rayman Jungle Run where going after the pickups would actually put you in the correct path and situation.

Just like the situation with the parkour tricks, it’s really weird to see a parkour game keep denying the player from actually doing parkour properly.

All that said, the game features a really nice looking graphics and animation. And I like how the UI is very simple and minimalistic, it feels very modern and fits the setting of the game.

One last thing: the story. What’s really cool about it is how the story occurred without a single line of dialog. Nobody want to read dialogs on their mobile games, so the developer tried to convey a story without them. And I think it actually succeeds, to a certain degree. Unfortunately the game doesn’t seem to be finished yet, the third set of levels is said to be coming soon when I tried to access them =/

Vector deluxe upgrade

While the game can be downloaded for free, don’t expect to fully play it without paying. After all, you can’t even save your progress if you don’t purchase it. Fortunately, once you purchase it for a dollar, the game is quite generous with giving you coins, I never find myself in any sort of grinding. Granted, I retried some levels a couple of times because I need to get more stars to unlock the next levels, but that relies on skill not time.

Overall I found this game to have a perfect type of business model. It’s free, which means anyone can download and give it a try even though the free version is annoying. And by paying once all those annoyance is removed and you don’t really need to pay any further to win the game =D

With great animations, solid gameplay, and friendly business model, Vector is definitely a good game, there’s no need to question that. However, there are tons of small things in the game that hamper player’s enjoyment. What’s a game if people can’t enjoy it? So unfortunately, I can’t really recommend people to play Vector.

Get it? DUNNO
(as before, my rating is DON’T – YOU SHOULDN’T – DUNNO – PROBABLY – DEFINITELY)

Get it here in case you wanna give it a try.

[1GAM-Jan] Black Holes: Final Log

Yes, we’ve finally come to this final log =)
One Game A Month
Right, before the actual report, let me tell you the good news. Black Holes, my OneGameAMonth entry for January, is now live on Google Play! You can go grab the game right from here! Or if you don’t have an Android device, you can watch the gameplay footage at the end of this post. Black Holes is a game about using black holes to pull away enemy bullets from your spaceship, sounds cool, right? =D

Oh, and link to the previous logs: #1 #2

So, on to the progress log. It’s the last weekend of January and I finally learnt the negative side of “working every weekends”.

Like I said in my previous post, there’s only a couple of stuff left to do and I’m quite confident it could be done in a day or two. However, come Saturday and I was still focused on working on my main game, Project Claw. I was working on a new mechanic and I wanted it to be done quickly so I could send it to my tester before Saturday night. Oh, and I also needed to send a mockup to another developer for a collaboration I’ve been proposing. Yeah, tons of work that day and in the end I didn’t touch Black Holes at all.

But there’s still Sunday! Sure, I started by working on the title screen logo, and once I’m satisfied with it, I moved on to laying out the rest of the title screen. But after that I suddenly lost my mood to work on the game. Apparently my mind is still on my other game, and I can’t force it to change its focus. In the end I didn’t do anything other than the title screen that weekend.

And that’s the problem with working only on weekends. On the previous week my mind is totally on “how to improve the game experience” and I’m able to work really effectively. However, once I achieved the level of experience I wanted, my mind moved on to the another stuff. And thus I found myself working on stuff that I didn’t really want to work on. Apparently it’s hard to maintain the same level of focus if you’re not working on the stuff regularly.

Title Screen

Well, despite not really focused on Black Holes, I know I need to get my shit done. The end of January is approaching fast after all. And even though I’m not really into the coding at that point, I still pretty much enjoyed working on the artistic part (like the icon). Fortunately, by Tuesday afternoon I already got it all working, both art-wise as well as feature-wise.

It’s not without its problems though. For example, apparently Android can’t play music track continuously without any gap 0.o So I ended up scrapping the plan to have an intro music for each round and just put the intro music on the title screen. Another problematic one is the tutorial. Well, I didn’t exactly have any problem with it, it’s just I hate working on tutorials. Not to mention that the tutorials are really crucial in making players quickly understand what they are supposed to do in this game, so they must be handled with care.

Someone seriously need to write a great tutorial about building tutorials =/

Tutorial screen

Later on that night I uploaded the game to Google Play (also came up with a description for the game) and with it, the Black Holes development saga has finally come to close. So, what’s my takeaway?

There are several things that I got from OneGameAMonth, first off is how awesome the indie people are. Seriously, the community is unbelievably helpful and supportive, and they’re also making cool games! Another thing is that I got someone to provide music for my game, which is super awesome. For me there’s always something magical about strangers working on something together.

What about the game itself? Well, I have achieved my goal of testing out the black hole mechanic, and I’m glad it turned out to be quite good. That said, I still feel that the game format can be better. Most games that utilize physics have tightly designed environment like Cut the Rope, Bad Piggies, Where’s My Water, etc, so may be puzzle game is more fitting for Black Holes?

One more stunning thing for me is how simple value-tweaking can drastically alter a game experience. Seriously, when I lowered the bullet speed from 250 to 150, it improved the game a lot, and when I changed “distance” to “distance squared”, it made the game even much better. Another thing I learned that I shouldn’t give up quickly when the early implementation isn’t good enough, I need to find the underlying problem and keep iterating to solve that problem.

I also learned that honesty is really, really important. Early on I found myself hoping that other people will find my game fun, even though I actually didn’t think it’s fun. Only by being honest with myself, accepting that my game sucks, I can start improving the game. Anyway, those are my opinions about the game, what about other people?

So far the early response to the game is pretty good, most people (like, almost all of them) are praising the idea, saying that it’s a good gameplay concept. And I even got a friend who kept nagging me with new ideas for the game XD It’s interesting to note that people are praising the concept, not the gameplay itself, which is kinda what I actually feel about the game. That said, there’s a few people who mentioned that the bullet is acting a bit weird, so may be I need to actually implement real physics engine after all.

See the game yourself on this full gameplay footage:

Now we’ve reached the end this post, let’s take a look at the future. What will become of Black Holes? Well, I never have any plan to develop it any further than this. I felt Black Holes has served it purposes, that is to prove that a game concept I had is quite fun, and thus I have no need to develop it anymore. If anything, I may use it for further learning, like learning to send a press release with it or use it to test out things such as an online leader board (hey, I love reinventing wheels!)

A little bit of confession, while writing this I just thought of another cool addition to the game. A cool addition that will never be implemented on the game, sigh.

And what of my February entry for OneGameAMonth? Well, I actually already have a really rough vision of what I want to do for February, but the main point is that I want to do it with Unity3D. I really think that it’s nigh time for me to finally learn some new tools. Oh, and it’s also gonna be in 3D. I really need to refresh my 3D calculation repertoire, been playing on the 2D space for too long.

Anyway don’t forget to give the game a try from here!