Skitz Invaders Relaunch
This Game was actually really good and I want to relaunch! We were hit hard during the pandemic and I worked hard on this company because this has been a long time dream for me! Unfortunately, as soon as it started, it was over for me. Even losing absolutely everything and my 2 laptops dying, it pretty much ended any chance to update, or do anything to further this project. This may not, by far, be the best game ever! To me, it was the first "real" game I designed and I good my first story! Popularity, fortune, fame, none of that ever mattered to me! To see something I had imagined come to life, I tell you, it is my fondest memory since the first time I picked up an Atari or Nintendo controller back in the early 80's! I really wanted to create something that was retro, arcade, fast paced, challenging, xd didn't want it to be unbeatable or long drawn out. The ending was really the icing on the cake! With that said, it is my hopes to share this game one again hopefully relaunching without updating. Lets talk about the flaws:
•I had trouble with pause working alongside CoRoutines and didn't know how to solve it at this time. So it seems like pause function doesn't work, however, the co routine doesn't stall and it was a huge flaw IMO!
•Every Once In Awhile one or more enemies would escape the screen leaving you stuck. I did not understand the kimatics and static objects interacting so this lead to the enemy collider to ignore the wall or vice versa the wall ignored the enemy. This didn't happen to me until aye release, so it was an annoyance, trust me!
•I copied, pasted, and reused basically the same general code from level 1 for the entire game except boss levels 10,20, and 30. At the time I right it was going to be a good idea but by the time I was done, the game was just repetitive and imbalanced so the level may be hard or fine, next time not at all. Sometimes you best the game in 5 minutes, others you can't.
•The Game,30 levels, honestly it was supposed to last at least 6-8 hours but 15-30 minutes was the result. This didn't leave A lot of replay value and trust me, after testing for a month, it got bland quick!
•One Of The Biggest Flaws Is The Fact I didn't understand the API levels and their importance when designing this. I selected levels 15+ for download because in my mind, this means any device can download it. Much later I learned it actually makes it appear obsolete to the Internet, which is why you get the "this software may be harmful or be malicious" message. Literally I could log into my game engine, click the drop menu, select API levels 28+ and that message still cease to exist. However, this had to detur quite a few potential players. Some phone's ain't allow download without changing your settings to "allow downloads from foreign source". I assure you that this is just a game made in Unity for the Android platform.
•The Implementation Of unity ads was not very methodical, practical, or even that successful. This took me A long time to implement and to see the new laws come info play, it was more trouble to remove them. I don't think the plugin exist from unity side. Just know I personally don't collect ANY OF YOUR data as mentioned in the disclaimer when you start the game. Unfortunately, only 18+can play.. Bummer!
•The High Score doesn't save to the database file properly, so I wanted the top score to always grow. Not be the same game evey start.
•I didn't market this game at all. I should have really invested but not only did I not know where to start, I didn't know what to do or what resources to use.
•This Game Was Made With Love! My first complete project which was a mixture of Blip Blap Blam characters and Hyper Skitzer Space Run graphics. I think this game should have replaced both of those but I think the improvement can be scene as I learned unity and got more knowledgeable in the C#languages.
•I can go on forever! However, this game is still fun for what it is! Which isn't a game flaw, it's mine. I am highly critically and absolutely hard on it, but really the game is good; it is me, my Dev skills were being defined, and these flaws were not game flaws but flaws in my skills.
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