Tuesday, 19 October 2010

Greedy Bankers Levels Up!

It's finally here! I've been working on the updates to Greedy Bankers for a while, and can finally announce the release of the Halloween version of the game: Spooky Bankers!

Spooky Bankers is version 0.3 of Greedy Bankers, with some nice Halloween effects added in. Why? Because October is cool, my friend. All those autumn leaves and the chilling sense of forboding around the 31st... :)

Download Spooky Bankers (Greedy Bankers 0.3) from here

Coming soon to iPhone and iPad!

I have decided to produce and iPhone/iPad version of the game, which will make use of the touch-screen interface. It seems like a fairly obvious direction for the game, so I'll be getting on with it as soon as possible!

Greedy Bankers has its own website!

I've also started up a website for Greedy Bankers, which will feature more updates, special content, and downloads. At the moment it's had a nice spooky facelift to coincide with the new version.

You can also follow Greedy Bankers on Twitter: @greedy_bankers

Finally, I've produced a new trailer for the game, which you can view here.

Updates in the new version

The new version also includes a lot of updates - some minor and some major. I've been testing the game out on people for the past couple of months and have made some changes accordingly. I'll list them below:
  • New soundtrack - The old version had a placeholder soundtrack that I have now replaced with some neat Creative Commons music. I want to add my own music, but am a little out-of-practice at the moment!
  • Magic orb - One of the problems with the old version is often a game would end because the screen was too full of rubble and there was no space to make large gems. The magic orb transforms rubble to gems, and gives the player a chance to turn the tables.
  • Improved display - To some players it wasn't obvious how close they were to the goal at a given point in time. I tried to make the display easier to glance at, and added in the growing-stack-of-moneybags graphic to help.
  • Balancing improvements - The player needs to always feel that they have a chance to cling on when time's running out. In the earlier versions it was easy to reach a point where there were obviously not enough gems on-screen to make the target. The drop-rates now change depending on how many gems are on-screen to combat this, and give a player a better chance to bounce back.
  • Pause screen - This is a pretty obvious addition, which for some reason I hadn't thought to put in before.
  • In-game hints - Another big problem was that many players got confused at first, and the instructions could not be read while playing the game. Hints now appear when you start the game, and can be switched off if you don't like them.
  • High-score saving - Again, another one that I'm not sure why I hadn't added earlier, even though it seemed like an obvious addition. The game now records your best score and level.
  • Mouse clipping - Some players didn't like the way that the mouse sometimes became detatched from the gem, but you were still technically holding it. Now the cursor should stay with the gem that it is holding.
Please let me know what you think! You can comment below, or on my portfolio site. I really appreciate your thoughts!


  1. This is a big improvement. My high score is 95000 but I can't beat level 11!

    Vis-a-vis presentation it feels a lot more polished and vibrant than the previous version. The bats and fog animations are excellent touches. Perhaps you could eventually make more themes; how about a christmas one? You could call it "Greedy Santas" :P The title screen is still a little plain but I'm sure you're already aware of that.

    I like the addition of the magic orbs, but they are not very useful unless you still have some clumps of rubble still around (is this right?), perhaps they could change the colour of gems too. I still have the problem with the gem detached from the cursor.

    Not a big issue but when I tried installing this version I got a potentially confusing error message untill I uninstalled the old one. Finally, if possible, it is imperitive you make the game available on Facebook too - just look at the success of Bejewelled.

    Keep up the good work!

  2. Thanks for the comments! I'm glad you like the new effects, and I'm sure I'll find time to make some more themes in the future. A 70's disco "Groovy Bankers" would be fun, or a graffiti-themed "Greedy Banksies" perhaps? ;)

    Thanks for your comments on the magic orb. They were mostly there as a tables-turner for people who were low on gems or space. Perhaps you need to try some new strategies to get the most out of them. I'm waiting to see what strategies emerge from the players before making big changes to that, but I'll keep your comments in mind. Play some more and tell me if you come up with anything :)

    Some people have commented on an error message during installation if they have an old version installed. I'll see if I can do something to fix that.

    Also you're very right about Facebook. I may make a Flash demo in future to run in a browser, which I'll be able to put on Facebook. The iPhone/iPad version is priority at the moment, but I can see myself doing that at some point :)

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