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“Trophiends” Released, Also Hello!


So it’s been a while.  Let me just get it out of the way that for the past month or so I haven’t been doing nothing, I’ve been doing a lot, actually.  However, everything I was doing ended up being for nothing.  I must’ve started and scrapped at least three separate projects.  It sucks, yes, but it’s best to nip it in the bud when you can first tell a game isn’t going to turn out how you were visualizing it rather than having it drag on.

However, I am working on a new project that seems to be a keeper – more on that in a little.  First, let’s get down to business.

Trophiends Released!

TrophiendsSo after a few months of being up for auction, I finally got around to selling Trophiends to a very reputable sponsor, Jay from JayIsGames.com.  It was a great pleasure working with him and besides for an issue with getting the damn CPMStar ad working, the game-branding process went very smoothly.

Enough rambling though, go play the game and let me know what you think!  (If you get stuck on a level, just check out the walkthrough.)

While you’re at it, go read the great review from the writers of the JayIsGames blog.

For anyone unfamiliar with the game, here’s a quick summary.  In Trophiends, you play as either one, two, three, or even four little characters all trying to reach their respective trophy.  When all of the characters successfully reach their trophy (or even if some of them get killed) – the level is completed and you can move on.  The thing is, it’s not as straightforward as it seems.

Not only do you have to avoid hazards such as spike traps, TNT crates, electric poles, and shooting spikes, you also have to control all of the characters simultaneously.  This shines a very unexpected new light on the game making the otherwise simplest of levels much more difficult.

There are 30 levels, all of increasing difficulty, five extra bonus levels that are much more difficult than the other 30, and a secret reward for 100% successfully completing each level.

On top of that, one of the best features of Trophiends is the built-in, easy-to-use level editor.  You can create your own levels and easily share them with others either via a copy-and-paste code or automatically through the Playtomic servers.

I’m very proud with how this game came out and can’t wait to start hearing feedback.

Next Project

Now, with another game released, it’s time to get started on a new project.  (Well, granted, I should have started this project months ago, but things just didn’t work out that way.)

My next game will be a top-down racing game, the sequel to my first game that I released about two years ago – Weapons on Wheels.  Now, I like to believe that I’ve learned a lot over the past two years, so Weapons on Wheels 2 will be a vastly better game than its predecessor.

To be honest, though, Weapons on Wheels, being my first game, is one of my most successful games in terms of gameplays – if not the most successful.  With over 3.6 million sessions and about 1,000 plays per day, it easily shadows some of my other games such as Don’t Panic, with only 2 million sessions and about 500 plays per day.

Anyway, the point being, since Weapons on Wheels did so well (regrettably I didn’t have the state of mind to put a preloader ad on that game), Weapons on Wheels 2 is a logical step forward, what with my increased skill in both game design and development.

What Now?

What now?  Well, I don’t know about you, but I’m going to go check out some feedback on Trophiends (seriously, go play it) and then get to work on Weapons on Wheels 2.  I will be posting at least once a week, just like old times – sorry again to any readers who were deeply saddened by that dry spell there, I won’t let it happen again 😉

  1. Flashmush blathers: July 11, 2012 at 12:42 pm

    *goes to play game* Looks great!

    • Ralph proclaims: July 12, 2012 at 9:33 am

      Thanks FlashMush. I’d return the favor, but I have no idea what you look like.

  2. Paul D'Amora says: July 12, 2012 at 10:42 pm

    I absolutely hated Defective and Trophiends. Don’t Panic was great but there was nothing really special about it, y’know? Same goes with Christmas Defense. Oil Spill Escape was great. It’s a simple, mindless game, with a basic in real life and some comical elements. Weapons on Wheels was simply fantastic. It was a rather big game with a small learning curve. It had a lot of small things I hadn’t seen before and was super fun to play. I think as you’ve become a better programmer you’ve focused more on how the game is programmed and less on the front end; how the user experiences the game. You always talk about how the code for Weapons on Wheels was garbage, but it really doesn’t matter. It was a great and functional game that was fun to play. Who cares how organized YOUR code is? I’m hoping that with Weapons on Wheels 2 you’ll get back on track and start making genuinely great games. Think of yourself less as a flash programmer and more as a flash designer.

    Not that I’m an authority on the subject, just my thoughts.

    • Ralph remarks: July 13, 2012 at 9:21 am

      Wow Paul, I never knew you cared so much. That was the most well-thought-out and coherent comment I’ve ever received on anything I’ve created.

      If you weren’t all the way in Texas or some shit I’d drive over to New Milford just to snuggle with you.

      Also screw you, Trophiends is an awesome game.

      • Paul D'Amora utters: July 13, 2012 at 9:42 am

        I’m back in New Milford. I work at Staples now so next time you need office supplies you can snuggle with me and I’ll call the cops.

        I actually never tried playing trophiends. The menu screen looked boring so I assumed the entire game was boring.

        • Ralph states: July 13, 2012 at 7:27 pm

          I will visit you I will not visit you at work if you play Trophiends.

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