-
Update 12 – Version 1.03 (iOS) and 1.0.4 (Android)
After launching Hex Disarm on iOS and Android, I left the game for a few weeks to gather lots of critical data and feedback. After leaving the game for a few weeks I then analysed all my data and organised all my feedback. Alongside gathering feedback from users who have played the game I also… Read more
-
Update 11 – iOS Submission
After the success of the release on Android, I had one of my friends that I used to work with offer to make iOS builds for me so I could release the game on the App Store. I decided to take him up on this offer as I did not have a mac easily accessible… Read more
-
Update 10 – v1.0.2
After I released v1.0.1 I continued requesting feedback and looked at putting my game on more sites such as Reddit. From these posts I managed to generate some more downloads and therefore, receive more valuable feedback. So, this is a summary of the points of feedback I received from the 1.0.1 update: Good: Polished Looks… Read more
-
Update 9 – v1.0.1
So, as I mentioned in the previous week, when I launched the game, I sent out a few tweets, messages etc to try and get people to play my game so I could gather some feedback. In the last few days I have received a huge amount of feedback and have had to create a… Read more
-
Update 8 – Setting up Google Play and launch
In order to launch my game, I first had to make sure that I had a Google Play developer account setup. This required me to pay a £25 fee to setup the account and fill in a few forms. Once I had got the developer account, I began uploading AABs (Android App Bundles) to the… Read more
-
Update 7 – Analytics
One of the final steps before I launched Hex Disarm was to implement the Unity Analytics API. Unity Analytics will allow me to analyse exactly how my users are playing my game. For example, I will be able to see exactly how many users have completed the first 10 levels or what level the user… Read more
-
Update 6 – Unity IAP API Implementation
After I setup the Unity Ads API I decided that I wanted the user to have a way to remove the ads if they didn’t want to watch them all. So, I looked at other hyper-casual games and saw that they would often sell a “No Ads” package for around £2.99. Therefore, I implemented the… Read more
-
Update 5 – Unity Ads API Implementation
This week I decided to implement the Unity Ads API as my monetisation method in the game. To implement Unity Ads, I just had to download the Unity Ads package and then import it into my Unity project. Once I had imported the package correctly, I just had to make sure I had the Unity… Read more
-
Update 4 – Level Selection and UI
The week I decided to add some UI to my game. I decided that I wanted to keep all my UI in the style of the hexagon grid, so I decided to use hexagons throughout the app. This will also help to reduce the final build size as I will be reusing the same sprites.… Read more
-
Update 3 – Flipping, Colouring and Bomb Disarming
This week I wanted to get the flipping/colouring mechanic working. The first thing I did was make sure you can flip tiles. In order to flip tiles, I check if you are hovering over the tile and then if you press on the tile then flip it. When a tile is flipped it is animated… Read more
-
Update 2 – Bomb Allocation and Levels
This week I implemented the bomb allocation and level creation. Before I started allocating bombs, I had to come up with a system to generate the levels. I decided that I would do this by seeding the random generation so that every user would get the same levels. So, I set up my levels by… Read more
-
Update 1 – Grid generation
Once I decided I wanted to make a hexagon grid game I decided that I needed to make something that can generate a flexible hexagon grid for me. So, I began working out how I should generate this grid. The first bit I did was to work out how far apart the tiles should be… Read more