Show HN: Dropu – My first iOS game
itunes.apple.com
itunes.apple.com
But it's pretty cool, particularly for physics based games, makes things a lot easier.
Of course one downside of using that is if you want to port it for Android.
Dabbling with #gamedev myself, I have a couple of questions if you don't mind.
What framework/engine did you use?
What's the font on the menu? (I like it a lot)
If you have time, I'd love to read a post-mortem.
After a while had to disable physics because fps was getting too slow when many blocks were in contact, so implemented it without the physics but still used Sprite Kit to other functionality.
The font is Amatic-SC from Google Fonts.
Maybe I'll write a post-mortem :)
For those interested in the design process (both conceptually and visually, here's a graphic I made with some of the phases:
Ads are annoying, I will gladly pay you 0.99 to remove them. :)
Very fun, but movement feels a little too slow. Also, I get the same number repeatedly a little too often.
Hitting the pause button is a game in its own right. Maybe make that a little more pronounced, easier to tap?
But yeah, I get that a few pieces might be too slow, I'm going to test a few different speeds and see how it pans out.
That being said, of course I would probably be pissed myself if I wanted to try an app and then it crashed as I started it.