Ravensword is out!

Bless Apple’s little heart, they got the second submission through quickly!

http://itunes.apple.com/us/app/ravensword-the-fallen-king/id335594384?mt=8

http://ravensword.com

Congrats!

I’m still amazed how you guys couldn’t get the best iphone game in Unity Awards. Great job.

Insta-bought it, of course :wink:

Congratulations!

Impressive :slight_smile:

I would buy it if I had something to play it on…

Congratulations! The game is awesome. :smile:

I just saw it hit #1 paid RPG on the app store.

This is awesome!

This could be my 15 minutes of fame!

just bought it!

Amazing game and I still can’t believe it is made in Unity!

First time I went outside tavern and saw the outdoor setting my jaw just dropped to the floor :smile:

Is there any chance you will talk about how this game was created, what challenges you had and how you solved them? Would be priceless to hear some stuff from pro’s like yourself!

By the way, I’ve read somewhere that this game was created by 2 of you? Is this for real?

Congratulations man, I’m sure you’ll make lots of money which will allow you to follow your dream and make games instead of boring business software (which I still have to do :frowning: )

It looks fantastic! Congratulations on winding through the app store submission maze, I hope the cheese at the end is every bit as tasty as you were hoping!

Josh handled the art and I did the code. We designed it together, on the fly. How that methodology didn’t trainwreck we may never know. I’m afraid to try it again.

He bought some assets and contracted some out. They are in the credits… 5 or 6 other guys.

Thanks to everybody for their compliments. I am basking in the approval of my peers, and it’s good!

I just bought it. That is really well done. I look forward to “researching”.

Very well done. It feels great and I was really drawn in.

How long did this take? Did you work on this full time? I hope the App Store rewards you well! You deserve it.

From the programming side about 6 months development, and about 3 weeks nail biting about the submission and fixing things the 1.5.1 RC1 update process broke. 70-80 hours a week for most of that time.

Josh had been collecting assets for a pc game for a couple years before that, but he did a lot of work making them iPhone friendly, plus he bought a bunch of stuff too.

Had we been paid, I’d guestimate 100k development cost.

:shock:

yeah man - woohoo it’s in! been watching all the drama. this is one i’ve been following (as has everyone i’m sure!). buying it now. comment after i get back from playin… congrats in advance tho!

[i found zombies… sweet! :smile: nice game guys! yeah, i’m not back from playing but man that’s tight. kudos!]

It kind of snuck up on us while we were focused on development. To be honest, it was terrifying to have that many eggs in one basket.

Man, this game is too addictive!

I thought I’d just test it out for 5 minutes to play another day, but I’ve already logged 2 hours on the first playthrough.

There’s nothing really special about the gameplay or the environment, yet everything feels put together just right. It’s just the right size

– there’s just one town, right? And I can assume the endgame when you’ve leveled out is on the tower to the north?

It’s so straightforward, I wonder why doesn’t everyone design games like this? I don’t really want to log too many hours (I never finished Morrowind and couldn’t bring myself to start Oblivion) and yet I felt just at home playing this game, forgeting that it’s on a portable.

Which leads me to the controls… for an iphone game with simulated buttons and joysticks, it is pretty easy to control and not that inconvenient. Bravo! I’ve even played Unity games that use the accelerometer for turning… um, no. The way to do it is with swiping. Also the simulated joystick is the most responsive I’ve ever tried.

In short, I’m hooked. This is the most “AAA” experience I’ve had on the iphone, and the fact that this was made by a 2-man team is most amazing.

Thank you for taking the time to make this.

Glad you’re enjoying it. Several people had to plead with me to get me to do that control system. It was the oldest code in the project, and I didn’t want to go back in there and tear it all up again.

I’m glad they prevailed though… it is much better this way.