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 Post subject: Spin Ninja - Game Promo
PostPosted: 21 Sep 2016, 11:59 
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Joined: 06 Jun 2011, 03:08
Posts: 260
Hello Softies !

I just published my first game on Google Play, and here's the Promo Video.

All done in Softimage and rendered with Redshift.

Enjoy ! ^_^


phpBB [video]

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 21 Sep 2016, 18:14 
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Joined: 06 Aug 2009, 17:26
Posts: 578
Ha!

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 21 Sep 2016, 20:00 
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Joined: 19 Mar 2010, 00:38
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Location: St. Thomas, Ontario
Nice game, nice concept. Funny advert.

Good luck Sense!

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set "Softimage" "true"
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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 22 Sep 2016, 10:17 
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Daniel Brassard wrote:
Nice game, nice concept. Funny advert.

Good luck Sense!


Hahaha ! Thank you ^_^

A rating on Google Play would be much appreciated !

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 22 Sep 2016, 14:43 
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Joined: 19 Mar 2010, 00:38
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Location: St. Thomas, Ontario
Rated.

The quality of the graphic is very good. The game is simple to pick up and addictive. The game mechanics work well on my Android phone, smooth animation, good sound effects.

For a first game on Google play, Well done. And free, Sweet!

Suggestions for the next iteration,

* Add various ninja weapons such as stars, blow darts, grappling hooks, ninja bombs ... or rubber chicken (maybe). Each weapon could have a multiplier that, if you succeed, multiply the points of the target with the weapon multiplier.
* The target could be randomized a bit in size as the user reach higher level. Each size could have a different point ratio
* For higher level, the number of time you are allowed to hit the master ninja could be reduced
* The ninja get a bit more angry if you hit him more than once in a row, still keeping it cleaned for young children obviously.
* For some level you could have a timed challenge, say 10 knifes to hit the targets in 7 seconds. The targets have various sizes and points. You get the points for every successful hit, deducted points if you hit the ninja.
* Do you have limited number of weapons in your arsenal? If yes, showing what is left of your arsenal inventory in the UI would be helpful. A way to gain more weapons would add to the user experience, allowing them to reach higher level of ninja goodness.
* You could have goals oriented goodness based on the points a user would get (novice, yellow belt, orange belt, green belt, etc.) You could do that by comparing the rate of hit or high point count versus total throws, at 0% you are a rubber chicken, greater than 0% but below 10% your are a white belt (novice), 10 to 20% you are a yellow belt, 20 to 30% an orange belt, etc.

Cheers and good luck.

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$ifndef "Softimage"
set "Softimage" "true"
$endif


Last edited by Daniel Brassard on 22 Sep 2016, 22:10, edited 7 times in total.

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 22 Sep 2016, 18:34 
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Joined: 12 Jan 2010, 16:51
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Congrats on completing your game and great promo! I will have to check it out. Best of luck to you and I hope it works out well for you too!

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 23 Sep 2016, 10:52 
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Daniel Brassard wrote:
Rated.

The quality of the graphic is very good. The game is simple to pick up and addictive. The game mechanics work well on my Android phone, smooth animation, good sound effects.

For a first game on Google play, Well done. And free, Sweet!

Suggestions for the next iteration,

* Add various ninja weapons such as stars, blow darts, grappling hooks, ninja bombs ... or rubber chicken (maybe). Each weapon could have a multiplier that, if you succeed, multiply the points of the target with the weapon multiplier.
* The target could be randomized a bit in size as the user reach higher level. Each size could have a different point ratio
* For higher level, the number of time you are allowed to hit the master ninja could be reduced
* The ninja get a bit more angry if you hit him more than once in a row, still keeping it cleaned for young children obviously.
* For some level you could have a timed challenge, say 10 knifes to hit the targets in 7 seconds. The targets have various sizes and points. You get the points for every successful hit, deducted points if you hit the ninja.
* Do you have limited number of weapons in your arsenal? If yes, showing what is left of your arsenal inventory in the UI would be helpful. A way to gain more weapons would add to the user experience, allowing them to reach higher level of ninja goodness.
* You could have goals oriented goodness based on the points a user would get (novice, yellow belt, orange belt, green belt, etc.) You could do that by comparing the rate of hit or high point count versus total throws, at 0% you are a rubber chicken, greater than 0% but below 10% your are a white belt (novice), 10 to 20% you are a yellow belt, 20 to 30% an orange belt, etc.

Cheers and good luck.


Thanks Daniel, I appreciate your feedback. Actually you're not the first to suggest those features, especially with limiting the amount of knives. I'm definitely taking it into consideration, along with your other comments.

-Jason

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 23 Sep 2016, 10:53 
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Rez007 wrote:
Congrats on completing your game and great promo! I will have to check it out. Best of luck to you and I hope it works out well for you too!


Thanks man ! Be sure to rate, like, comment and share ! :)

Enjoy !

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 27 Sep 2016, 16:50 
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Joined: 10 Feb 2010, 05:36
Posts: 142
Location: Ecuador
Reviewed and enjoyed! Cheers!
Yes, it is addictive. :)
Great game mechanics.

Best regards!

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 Post subject: Re: Spin Ninja - Game Promo
PostPosted: 27 Sep 2016, 19:23 
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Joined: 09 Oct 2012, 20:48
Posts: 655
Location: Colombia
Ah! I should play this one. What game engine did you use? Mind I ask?


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