Linkies - iOS - Gameplay trailer
Posted 23 August 2012 - 12:25 PM
My name is Kristofer and i´m one of the coders on Linkies. For the last 4 months I have been working like crazy with my two companions at VisualDreams to get this game ready for release in September.
And yesterday we finally pushed the “Upload” button to Apple.
I really think we have made a great game, it´s super fun to play and has gorgeous graphics thanks to our talented artist David Marquardt.
The game won´t be out until September. But in the meanwhile here is the first gameplay trailer for you guys to enjoy!
Co – Founder / CEO
Linkies Gameplay Trailer
Linkies is a creative physic based match 3 puzzler with colorful and vibrant graphics, intuitive draw controls and endless hours of matching fun!
An old rusted robot from the dark ages have woken and started spewing out shapes of toxic waste into the Linkies cute little world. It is up to you to help the Linkies clean up the world and restore it to its former beauty.
- Simple draw controls
- 90 levels across 5 chapters
- Blitz mode for hours of fun
- Cute characters
- Unique graphics with a never seen before art style
- Game Center achievements and leaderboard
- Challenge your friends through Facebook
- Universal build; runs on both iPhone, iPad and iPod Touch.
Get your fingers ready for a matching frenzy like never before!
For more information or support, please visit
Posted 05 September 2012 - 09:28 AM
Tomorrow Linkies will launch world wide and with this we will present all of our sales during launch, downloads, revenue and position on the top charts. We are super excited and hope this will encurage more developers to do the same and break the very secret habits of the gaming industry.
Visit www.linkies.se for the countdown
For more information or support, please visit
Posted 05 September 2012 - 04:20 PM
Posted 08 September 2012 - 05:17 PM
I will try to figure out something to write about this week and make a smaller post. We have had some issues with frame rate as well as some trouble getting the controls just as we liked them. Since this is our first game in Unity we also fought with learning all the tricks with Unity as well.. But I'll figure something out and make a post later this week.
Posted 12 September 2012 - 10:58 AM
Anyway, we started the project in May but didn't have the whole team fulltime since we had some ports left to fix for our last game Slam Dunk Basketball. We have been working with our own tools in Marmalade SDK before but got hold of a few pro licenses to Unity so we decided to give it a try. As the artist of the team I was hooked right away, everything was super smooth with asset handling, formats and workflow. Graphic wise it handles really much alike Autodesk Maya and handles Photoshop workfiles directly.
So we had the general idea of what the game would be, we had a simple prototype with line drawn shapes etc. From the get go we wanted the game to be paid and also have the option of in-apps. So we started working and the coders started learning Unity, I can't lie there were some screaming and cursing in the beginning
What we had most issues with was really balancing the difficulty, our first beta test was a disaster. Some testers didn't even make it past level 4. So we rethought the system that spawns shapes so that it is a little more dependent on how fast the player is. At earlier levels you can't even die since we really wanted the players to get the chance to understand the game before they started struggling. So we shifted focus for the difficulty towards the stars, some levels are a little more difficult spawn wise but the real difficulty is getting three stars.
We also changed the way you activated powerups in the last second. At first you could tap the powerup and chose what target it should have but we noticed that people didn't really get that fast enough so now it's one tap and the powerup choses it's target automaticly. The blitz mode is also something that was added in the last few weeks since we noticed that we could create it quite easily and thank god for that since figures show that a lot of players are playing Blitz.
Other than that I must say it was quite straight forward, there were a lot of changes and polishing graphics wise. I'll post some early captures so you can see the different stages of art polish.
This is a real early mockup in photoshop, the character is a placeholder to give the idea of the creatures living in the world.
This is the first capture I have from inside the game, the placeholder gui is there and we were experimenting with some reflective water but it got scrapped.
This is a photoshop capture of the first drafts of the GUI and a updated version of the backdrop
This image is quite close to the final backdrop and this is the concept the characters were created from. This is drawn but the idea of the characters were to create a rig that could be animated with a lot of expressions. We came quite close but everything is easier to achieve in photoshop
This is the final backdrop for the first world that shipped. There is quite a differance from the first image but the most basic buildblocks are still there.
Posted 14 September 2012 - 11:16 AM
Posted 14 September 2012 - 01:43 PM
You've develop the game for iOS, but do you have any plans to publish for Android? From a C++ perspective, supporting both platforms is rather straightforward. I believe Unity allows you to publish for both platforms as well.
Posted 17 September 2012 - 07:40 AM
There are some good 2D plugins but we haven't tried them fully since we opted to create the game in 3D quite early. They seem to create atlases, vertex planes etc to ease the development of 2D games in Unity. Seems to be $65 so it's not that steep.
As for Android, Unity can build straight for Android but we have decided not to put any time into Android at this moment. Our other games have been ported and released on Android but we can't say that it has been worth the time, our revenue has been higher on Ovi Store than Google Play so that is a quite good example on how poor the revenue stream from Android can be. We have had more success on Amazon but still not even comparable to iOS.
Unfortunatly Kristofer is occupied with programming for a update but I will ask him to post as soon as he has some time.
Posted 03 October 2012 - 08:00 AM
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