Fowl Invaders - free codes!

Hi all,

Just posted to the showcase but I thought I’d link here as well, some free codes for Fowl Invaders:

http://forum.unity3d.com/viewtopic.php?p=185711#185711

Many thanks to all the forum users and Unity for making this possible!!

Sincerely,

Galen

Hey folks,

Just an quick update, according to my count it appears that up to half the codes I posted here are still up for grabs! Get 'em while they’re hot :slight_smile:

Feedback encouraged :wink:

Thanks,

Galen

Hey folks,

Just an quick update, according to my count it appears that up to half the codes I posted here are still up for grabs! Get 'em while they’re hot :slight_smile:

Feedback encouraged :wink:

Thanks,

Galen

Hi Galen,

Congrats on your new game release. I will check it out when I get home from work and give you some feedback. :smile:

Hi Galen

As I have promised, here’s my review of your game Fowl Invaders.
Since I was too lazy to hook up my iPhone to the computer to use the promo, I decided to just go ahead buy the game.
I hope you don’t mind.

Overall it’s an excellent start. The game is entertaining, and the music/sounds are excellent. Graphically, however, I feel there is room for improvement, but this should be a simple swap of your assets.
Here’s the full list:

==========================
PROS

  • Very nice music and background sounds. The background music and bird fx blends very nicely and creates a terrific atmosphere.
  • Great missile trail effect. That was prob one of the best I’ve seen.
  • Excellent gameplay and flow. The mixture of slow and fast invaders (and of varying depths), keeps me entertained. The ones off in the distance are particularly fun to hit.
  • High Score menu. Great for replay value.

==========================
CONS

  • The mixture of cartoon and realistic graphics may give a sense of incoherence. This is prob not a big deal, but my personal opinion would be to stick to one or the other, or perhaps improve on bridging the two (ie semi-real cartoon theme).
  • The quality of the 3D models and textures (ie the missile gun, enemy ships). This shouldn’t take too much effort. Perhaps you can find some good free models from TurboSquid.com to substitute. I believe this can greatly enhance the quality of your game, and also help with the screenshots.
  • Controls of the turret. It usually takes me 2 to 3 swipes of my right thumb to move my turret from right to left and visa versa. Perhaps you can play with the sensitivity of the turret abit. Another possibility would be to try controlling the turret by moving the thumb vertically (up/down) even as the turret swings left to right. I feel this may be more natural to the way the thumb swings.

==========================
IDEAS FOR FUTURE UPDATES

  • Weapon and enemy variety. Perhaps it might be fun to introduce a variety of different weapons and enemy ships (ie. laser beam weapon, a bouncing wrecking ball, shockwave…, etc). The homing missile you had was nice and is somewhat a step in this direction.
  • Loading screen. The first time I pressed start, it took a few seconds before the game scene is loaded. During which time, the “start screen” did not change leaving me alittle confused. It would be nice to have even a static loading screen in my opinion to let the user know it’s loading.

I think that about sums it up. I hope you find some of these comments/suggestions constructive. Defintely an excellent start with great game flow and good replay value. A little polishing here and there, and I think you have a great game.

@ Bububear - first let me say thank you, this was fantastic! :slight_smile:

Oh, and thanks for the purchase (I don’t mind at all :wink: ) perhaps you could pass the code on to a friend.

Your comments validate what I’ve been thinking… in the cartoon vs real images, my thinking is the HUD should tie it all together. Right now it looks plain, I’ve got some ideas on updating it. The ships… well… I was going for a plastic Looney Toons feel, and in the editor they look great :), unfortunately once the iPhone gets a crack at shading…

I"m going to update the graphics, perhaps throw in some new ships in the next patch. I’m getting much better at modeling lately, texturing I’m still struggling with ( I picked up 3D coat - I can’t afford zbrush - and I think if I can just figure that dang thing out I’ll do much better).

I’ll see what I can do with the controls, as you know it’s a delicate balance, too sensitive and the missile jumps around and feels “too loose”, too tight and you can’t swipe to where you want it to be. Would you have some time to test some control schemas (once I"m in that place)?

as for new features, the load indicator should be there, and will. I always intended to do something there, but in working the kinks out (and fearing I’d never publish the damed thing) it got overlooked, but something will go into the next release.

I’d like some thoughts on weapon variety, I have some of my own (including the original game design which had 3 different types of missiles). given the arcade nature of the thing, and the overall theme, what do you think would work best? BTW, you liked homing mode, have you seen tornado mode - my personal favorite :twisted: .

What kind of iPhone/iPod do you have (i’m using a 2nd gen iPod, which is currently my only test bed). How was the performance?

At this point, I’m just waiting for the 1.1 Unity patch to add in new elements and improve everywhere I can.

Thanks again for all your insights,

Galen

Hi Galen,

I have a standard 3G iPhone and did not experience any lags or slowdowns at all. The performance was great all around.

With regards to weapon choice., I was thinking of stuff I mentioned earlier like laser beam, bouncing wrecking ball, shockwave…, timed grenades, maybe?., or even wacky stuff like banana peels.

I dont think I played far enough to expose the tornado yet, but I’ll keep an eye out for it when I get there. Sure sounds like fun tho’.

Also., if you’re looking for a decent low-cost modeler or texturer, you can try Cheetah 3D. It’s popular among Unity folks here and you can easily unwrap the textures for texturing.

:smile: