Tuesday, 13 July 2010

Greedy Bankers v0.01 is here!

Update (1 March 2011): Greedy Bankers for iPhone is now complete, and is available from the App Store now! Visit www.greedy-bankers.com for more details

Please note that this blog post is for a very early prototype of Greedy Bankers. For up-to-date information on the game, please visit www.greedy-bankers.com


It's been a while, but I'm finally making a new blog post. And not only that, it's a blog post with a fresh new game for you to play!

Download and play Greedy Bankers now!Greedy Bankers was developed for the Experimental Gameplay Project June/July theme, Casual Addiction.

After toying with various ideas I eventually settled on a neat and simple puzzle game with neat presentation and lots of rewarding effects. The mouse-driven sliding tile mechanic was inspired by my earlier Shifty Trains, which had already proven fairly addictive, and the controls were smooth and intuitive.

UPDATE: Downloads removed because they are out-of-date. The released version of the game is available from the App Store, while the most recent version of the Prototype (November 2010) is available from my portfolio site.

Greedy Bankers was developed using XNA 3.1. To run the game you will need to have XNA Framework 3.1 installed. This is really quick and simple to do, and is only a 7MB download. Download XNA Framework 3.1 from here.

You may also need to have the .NET Framework version 3.5 installed. You can download this from here.

Please let me know what you think, and tell me about any bugs and issues you come across. I'd love to hear your comments!

Greedy Bankers in Action

12 comments:

  1. Will give it a go next week when I'm back with a computer that can actually run XNA things ;D

    Keep up the hard work!

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  2. How the hell did you build that so fast? Awesome job. I will pass it on to me wife she will enjoy it. I would like different types of squares and the option to make even larger sets. Also some more enemies would be cool..
    Level 9 on first go, I will see how my wife does! Again, very impressive.

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  3. @Kranky Boy
    Thanks for the feedback! I think the fast build time is a cross between XNA being fast and efficient to use for 2D stuff, and me having a lot of experience with it. Now that I've been using it for a while I'm surprised at how easy it is to get stuff working quickly!

    I've been having a think about different square types I could add. I would like to have a bomb or something for blowing up enemies, and maybe a special gem that turns surrounding rubble into gems. What do you think?

    Also, I'll see if I can come up with some more enemies for the next one.

    Thanks again, and I'd love to hear what your wife thought!

    @monk
    I look forward to hearing how you get on ;)

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  4. Yeah it might be awhile until I can get her on. Possible powerups - bomb, slow bad-guy, slow gem drops, increased gem value, etc..

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  5. Neat game. I use XNA as well and I'm still impressed with how much you managed to get done in such a short amount of time. Congratulations!

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  6. It just won't run on my machine, XP Home Edition, SP3, Core2 duo, ATI 4650. Tried in compatibility mode with Win2k and Win98. As soon as I try to run the executable, I get the "Send Report" Windows dialogue

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  7. @Shape Of Games To Come
    Thanks for playing, glad you liked it!

    @Anonymous
    Not sure what to suggest at the moment, but I'll look into it. I'm running a very similar setup myself. Do you have trouble running other XNA games? Also, did you try v0.01 or v0.02 of the game? Try running "Moolecule" (http://bitsits.blogspot.com/2010/07/moolecule.html) and see if you get the same problem. If you do, it's probably an issue with XNA. If not, it'll be on my end and I'll see what I can do.

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  8. I really enjoyed this. Where did you get the music from - it's just perfect for it? I was also impressed that you put all that resolution support in the game. The controls were fine. I could play it fairly easily without a mouse using a touch pad so that's good. I got up to level 9 on my first go and almost got it so that was quite reasonable I think.

    I think all the game needs is another element. The larger amount of money from larger blocks and the thief are good mechanics but perhaps the addition of some power-ups for breaking specific blocks could work well. Like powers for destroying blocks or shooing away the thief, or freezing time etc. might be appropriate. It would also make it so that the player feels the need to "go after" different parts of the level instead of what I partially did which was build in one area only.

    So yeah I really liked it but it could use a tiny bit more depth to keep you playing. 4/5.

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  9. Pretty fun, nothing too surprising but the robbers were interesting and I think you reached the goal for the month.

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  10. umm... I can't find the prototype anywhere on your site...?!

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  11. Sorry about that! I hadn't put the correct link up here: try http://www.alistairaitcheson.com/games/greedybankers.html

    I must have removed the link from the main page by accident - I'll put it back in the next few days :)

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