Greedy Bankers is now available from the App Store!
Follow this link to find it on the App Store: http://itunes.apple.com/gb/app/greedy-bankers/id417814882?mt=8
More information about the game is on the Greedy Bankers website.
As an indie developer this is very exciting for me, as it's the first time I've brought a game to market. I'm keeping my fingers crossed that it goes down well, and working very hard to spread the world. So if you know anyone who may enjoy the game, or be interested in reviewing it, feel free to pass on the message - I appreciate it!
Frequent updates are on the Greedy Bankers Twitter feed: @greedy_bankers and also on my personal twitter feed: @agaitcheson
Game developer and performer, creating alternative game controllers and hosting playable stage shows
Wednesday, 23 February 2011
Update: Greedy Bankers Now Available! 33%-Off Launch Sale!
Labels:
Greedy Bankers,
Sales
Monday, 21 February 2011
Greedy Bankers for iOS: Designing Accessibility and Complexity
When I first came up with Greedy Bankers in June 2010, my intention was to create something simple to pick up, but with a depth that keeps you playing and trying to discover new strategies. I had been exploring real-world strategy games in the months previous to producing the first prototype, and desired to create a game where the player could explore deep strategies from a simple set of building blocks.
Beginning work on the iPhone version of the game, I knew I wanted to maintain the drive for complex gameplay, but realised I had new opportunities to make it even more accessible. The touch screen offered the potential for an even more intuitive interface for new players, and I hope to build up a community and a gentle sense of competition between players trying to maximise their scores.
Designing for Accessibility and Simplicity
The sliding-tile control system had been successful in my earlier Shifty Trains, which had proven popular with new gamers, so for the Windows prototype it made perfect sense to build on that. Using only the mouse, and avoiding the use of buttons, reduced the need to learn a control system. Translating this to a touch screen made it even easier for players to get to grips with, as players could use a single finger to play the entire game, and it resembled physical sliding-tile puzzles even more. Testing out the iPhone beta on new players was an exciting experience, as it was obvious how easy to pick up and explore the game was.
Beginning work on the iPhone version of the game, I knew I wanted to maintain the drive for complex gameplay, but realised I had new opportunities to make it even more accessible. The touch screen offered the potential for an even more intuitive interface for new players, and I hope to build up a community and a gentle sense of competition between players trying to maximise their scores.
Designing for Accessibility and Simplicity
The sliding-tile control system had been successful in my earlier Shifty Trains, which had proven popular with new gamers, so for the Windows prototype it made perfect sense to build on that. Using only the mouse, and avoiding the use of buttons, reduced the need to learn a control system. Translating this to a touch screen made it even easier for players to get to grips with, as players could use a single finger to play the entire game, and it resembled physical sliding-tile puzzles even more. Testing out the iPhone beta on new players was an exciting experience, as it was obvious how easy to pick up and explore the game was.
Labels:
design,
Greedy Bankers
Saturday, 19 February 2011
Greedy Bankers - out this month!
I did it! It's been quite an adventure, and as I always say to myself, this is only the beginning! Greedy Bankers has just been submitted to the App Store and is awaiting approval. I expect to release the game before 28th Feb.
So how does it look? Well, Greedy Bankers has changed a lot since last time you saw it, and is far more feature-rich than it was before. I fully designed the Banker characters, and am very happy with how they turned out in the end. To the left is a screenshot of the game in action, and more can be seen from the Greedy Bankers website.
I am very excited to see how the game does. Though I have been an indie developer for many years now, this is my first commercial release, which makes it a big landmark for me. But there is more to come! I have just started work on the iPad version, which will have even more game modes to make full use of the large tablet screen, including local multiplayer. The adventure has only just begun!
In the coming week I will post some more details on the game, how it has evolved, and the challenges I have faced re-developing the game for a new platform. Watch this space!
So how does it look? Well, Greedy Bankers has changed a lot since last time you saw it, and is far more feature-rich than it was before. I fully designed the Banker characters, and am very happy with how they turned out in the end. To the left is a screenshot of the game in action, and more can be seen from the Greedy Bankers website.
I am very excited to see how the game does. Though I have been an indie developer for many years now, this is my first commercial release, which makes it a big landmark for me. But there is more to come! I have just started work on the iPad version, which will have even more game modes to make full use of the large tablet screen, including local multiplayer. The adventure has only just begun!
In the coming week I will post some more details on the game, how it has evolved, and the challenges I have faced re-developing the game for a new platform. Watch this space!
Labels:
Greedy Bankers
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