ULTRAFLOW is a minimalist yet complex puzzle game based on your agility. You have a limited number of bounces to complete each level. No score. No timer. The only challenge is your smoothness.
99 Levels
Completely FREE
No Ads
Google Play Games Achievements
Optimized for a wide range of phones and tablets
Plus, the game is attending to the 11th International Mobile Gaming Awards!
Here’s the trailer:
ULTRAFLOW is also available on your computers on Itchio:
Itchio: ULTRAFLOW by daku
Haha, don’t you know that at the beginning of the development, the game had a score page, and it was planned to have, like you said, a “1-3 star system”.
But we tested it and it was breaking the “flow”, so we said f*ck it. Afterward it strangely became kind of a feature.
We are running a silent donation campaign to help us bring the game on both Windows Phone Store and App Store. If we receive enough money, we will do it.
Do you have a Mac and some iOS devices? You need a Mac, too, to compile it, because Unity compiles the project to a XCode project, which is then compiled with XCode to the iOS app. I have already an iOS Developer Program account, expires in half a year. If you like I can compile your project on my MacBook and test it on my iPad. You don’t need to give me the project source, just the iOS XCode project (make sure to include all required program icons in the “Icon” projects settings and a “Bundle Identifier” in “Other Settings”). If you have an iOS device, I can create a “Provisioning Profile” for you, so that you can test it on your device as well.
Would be my first more complex iOS app and interesting for me to learn how to do it. A simple game I’m currently writing in Unity runs already on my iPad, but needs some more work until I can start the beta test and then submit it for the App Store.
Wow, thank you for your support, that’s very kind of you!
Yes, we have a Mac at our disposal, plus we have our families iPads and iPhones to test on.
However we really want our own developer account. We will have to maintain and fix the game and we don’t want to bother you with that. Plus I will have to do a lot of testing because I’m not that much used to build on iOs, I will certainly need to adapt a lot of content.
It’s not that expensive, if we feel that we crucially need to put the game on the App Store we will buy one of our own, but we prefer to wait & see.
Anyway we are trending on the Puzzle category, just below Threes, another Unity game!
Thank you for your support everyone!
Right, maybe better to have your own developer account. My game test worked without tweaking, but I guess for your more complex game, you will need some iterations to make it perfect.
BTW, I installed your game on a cheap Samsung Galaxy Young Android phone and the graphics look a bit jagged. See the loading and game screenshot:
The Android menus itself look good:
I had the same problem on my iPad and fixed it in Unity by setting “Edit->Project Settings->Quality->Anti Aliasing” to 8x. Should be no problem for the performance for your game, too, because there are not many objects on the screen and the objects are simple.
Thank you for the report and the advice. The texts look like this on low-res devices because we are using TextMeshes, not the new UI system.
We already have a 2x AA, I’ll see if the 8x is performance friendly and maybe update with it. But I’m going to use that setting for the Web version, I forgot to check it before compiling.