Play Apple Run!
Apple Run! is game developed by myself (Joshua Thom) and Zach Moresi.
It is an endless runner (or roller) game where you take control of an apple on a wild ride. It’s built with Haxe and Flambe and exports to HTML5 allowing it to run on most desktop and mobile platforms. The game is set up to use a seeded random number generator to procedurally create levels. You can choose a random seed made up of simple word combinations or choose to make your seed whatever you want. Whichever option you choose get ready to play a challenging and unique level. How far can you get?
I handled all the coding, some of the art, and worked on game design. Zach made most of the art, worked on game design and helped find some royalty free music. This was the first indie game Zach or I released publicly so I’m proud to share it with everyone as well as our experience making the game!
Things that went well:
1) The core gameplay mechanics turned out very well. We designed the game to be simple with a real challenge that keeps the experience fun and fresh. It also turned out to be a real competition when sharing high scores for levels we’ve played.
2) When we started we were meeting once a week. As we continued we found it was much more productive for us to meet on Skype at least twice a week. We knew what each other was working on and communication was much better overall.
3) Flambe and Haxe proved to be a very quick tool for building the game and Flambe’s HTML5 export made it extremely easy to get it running in mobile browsers.
Things That didn’t go well:
1) Scheduling was a mess. We fully intended to keep a tight schedule but as the month progressed we let that slip and it hurt us near the end. I personally was working on the game into the wee hours of the morning and wasn’t sleeping much between work and this game. It was a crunch that could have been avoided with more strict scheduling.
2) The art could have been better quality. This gets chalked up to the time limit. If we had more time to improve art, the game would have a very nice layer of polish.
3) Feature creep reared it’s ugly head. Even though we tried our hardest to keep the game simple we definitely fell to the temptation of feature creeping near the end. This can also be attributed to scheduling and not truly solidifying the design beforehand.
I’m proud to have my name on this game. Like I mentioned earlier it’s the first indie game Zach or I have release and there is something special about that. We definitely need to focus on scheduling and solidifying the design much earlier and I’m confident we can accomplish that. Look for our next game coming at the end of June 2013!