Snailboy - An Epic Adventure

edited in Projects
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Hello everyone!

This is the game we at Thoopid have been working on for the passed few months.

We discovered this forum, had a look around and would like to get involved! Also, if anyone has any questions, please feel free to ask us!

Snailboy the mobile game trailer:


About the game:
Snailboy is a physics based puzzle game with rich graphics, killer sounds and over 40 levels of intoxicating game play. It is made for iPhone, iPad and android phones. Set to be released in August/September.

About the team:
We are a new mobile gaming company, consisting of a small team of 5 people, situated in Cape Town.

Snailboy Facebook Page
Thoopid Facebook Page
Thoopid Website
Thanked by 2hanli Kaiser_Gun

Comments

  • Absolutely gorgeous environments!
    Thanked by 1thoopid
  • Hello! Welcome to makegamesSA! :D

    My goodness the graphics are super beautiful! I can't rightly say anything about the gameplay since the trailer doesn't seem to show much of it, but the prettiness is really well done!

    Was there like Pixar level experience in the team? :)
    Thanked by 1thoopid
  • Great presentation (branding, website, visual quality etc.) - definitely keen to see more of the gameplay itself though!

    Have you been to any of the Cape Town community nights? If not there's one coming up on the 31st - would be great if you can do a run-through of the game :)
  • Thanks for all the kind words guys, we really appreciate it!

    We will be releasing more videos on gameplay and behind the scenes throughout the next couple of weeks. If you follow us on Facebook you can keep up to date, but we will post it here too, don't worry.

    And no, Tuism, none of us are from Pixar, but thanks for the compliment. :D

    We read about the community night and we will be attending it!
    Thanked by 1hanli
  • Damn that looks amazing! Excellent guys!

    Is it 3D or 2D? I love the little guys animation!
    Thanked by 1thoopid
  • Thanks Chris!

    The character and environments were made in 3D but the game engine is 2D.
  • Whoa, that looks good! Nice work :)
    Thanked by 1thoopid
  • This looks really cute, and as others have said, the graphics are very impressive!

    If I may ask, I'm curious: how do the controls work? It seems to be a platformer, which I would think would be somewhat awkward on a touch device -- how have you gone about it?
    Thanked by 1thoopid
  • Wow, the graphics look amazing, you guys are clearly animation pros :)

    Feel like the trailer would sell the game better if it didn't keep cutting out just as Snailboy did interesting things: A trailer made entirely of him splatting up against things would be awesome! Also, show what the shells do to really tease them properly - I assume they give Snailboy powers, but from the trailer you can't be sure.
  • edited
    @dislekcia

    thanks a lot! The trailer is supposed to be a teaser trailer, so we did not want to give too much away.

    @Thaumaturge

    very good question! If you go to the community night on the 31st you will be able to see how it works :)

  • edited
    Looking forward to seeing this at the community night. I've got to agree with everyone else and say it looks stunning and is artfully animated.

    And I'm also curious about the gameplay.

    @Thaumaturge There have been successful platform games on IOS with traditional-like controls, Super Crate Box/Muffin Knight, League of Evil (for example).

    Though I think platform-esque with simplified controls have been more creatively/financially successful. The Rayman game on IOS I felt was pretty awesome, it managed to avoid being another Canabalt clone while offering a controls as accessible as Canabalt.

    And obviously Lost Winds is brilliant:

    (Though I don't keep track of IOS platformers particularly astutely).
    Thanked by 1thoopid
  • edited
    @Thoopid: I'm afraid that I probably won't be there, but I'm content to wait for later trailers or posts. ^_^

    @BlackShips: Fair enough; with regards to Lost Winds specifically, I'm a little surprised that they don't have problems with the player's hand getting in the way, but it does look like a rather clever control mechanism!
  • edited
    @Thaumaturge Human brains are very good at counter acting the effect of finger(s) on screens.

    Look at Fruit Ninja for instance, or try pointing at an object in the distance in real-life and see if your hand feels like it is getting in the way.

    A ported game like Metal Slug or Mega Man X does suffer from fingers being being over the screen, as the fingers are constantly over the V-Pads and the visuals have been designed for that space to be visible.

    But fingers temporarily being over the screen is generally a non-issue on touch screens. Our brains are accustomed to context filling space for us. Just like the way we are constantly seeing our noses but ignoring them.
  • True, yes, but I would imagine that the trick is in for how long the hand obstructs vision: in a game like Infinity Blade, in which most gestures are quick swipes, I would expect the brain to easily handle the brief obstruction (as indeed I recall being the case), while a game that involves covering half the screen with one hand for thirty seconds at a time to be rather more of a problem. I was inclined to think that the gameplay shown in the video involved obstruction that lasted long enough to be an issue -- but I'm not unhappy to be proven wrong. ^_^
  • edited
    @Thaumaturge Looking at someone else's hand moving over a game is a very different experience to looking at your own hand. Yeah, in the trailer that dude's hand gets in the way a few times, but we're not seeing it from the same angle that he is, nor with his awareness of his own hand. (I have actually played Lost Winds briefly)

    I think it'd be fair to say that touch games with finger gestures are often quite awful for spectators (and I guess that makes advertising them harder sometimes).
    Thanked by 1hanli
  • Fair enough -- you do make a good point, I think.
  • Welcome! It looks amazing, I can't wait to see more!

    @Thaumaturge and @BlackShipsFilltheSky I've played a lot of Lost Winds, the controls are intuitive (my 3 year old plays it, though she sucks at the puzzles). The game also has long visual lingers in places, giving attention to detail on the level through a simple pause before you continue. One touch moves you quite far as the point is being blown by the wind, and there is a simple tap and hold a second to turn on auto run function. It is one of the better ios platformers available, and I quite like ios platformers (a lot).
    If executed well your own hand over the game space isn't a problem, for all the reasons BlackShipsFilltheSky mentions. We're just trained to filter them out. Think of doing fiddly work, or drawing - your hand is there, always partially obscuring your view, but because it is in motion, and YOU are in control of it you move it out of your way instinctively. Only in very constrained conditions does it become a problem. In fact, if done well, it helps you to situate yourself in the projected space.
    Thanked by 1EvanGreenwood
  • Heh, indeed -- my surprise is less that the brain can account for the covering of the hand, but rather that it's succeeding so well with so much coverage. ^^;

    The detail that you give on the controls is interesting; those seem like good ideas -- and they're presumably effective, given what's been said.
    Thanked by 1EvanGreenwood
  • Hey guys!

    So we finally uploaded a video more focused on the game play of Snailboy, please check it out!

  • Ah, so that's how it works! That looks rather clever, and I can see it working pretty well. I especially like the "drag to jump" mechanic, and the visualisation of the resulting arc that is provided with it. ^_^
  • Finally gameplay! This is much better to showcase the game with :) the shell mechanic remains a mystery... I hope the shells do different things :) looks super slick! :)
  • edited
    Helloooo everyone!

    Thoopid is excited to announce that we have officially launched "Snailboy - an Epic Adventure", available on the App Store now!

    image

    Launch Trailer

    Thanked by 1hanli
  • Grats!

    Have you been pushing for reviews anywhere? What's the reception like?
  • Ah, congratulations, and good luck with your sales! ^_^
  • This has to be right up there with superbrothers swords and sworcery in terms of the most beautiful thing ive seen on a phone. Good luck with sales. You should maybe get someone to market the game more. I havnt heard of it anywhere else.
  • edited
    Awesome stuff! Is it going to be available to play at rAge?
  • Wow its beautiful rendering and I love the movie like cute feel of this!
    I think you will hit your target market well, hope they also release it on SA appstores soon so I can support you.

    Really impressed by all the professional content, even of the videos.
    Love the first video on this thread the most.
  • @dislekcia we have received quite a few reviews and a lot more mentions on websites such as toucharcade and ign :D also Snailboy is currently in the "Best new games" section on the US store and around 100th "Top Paid Apps" overall.

    @duncanbellsa look for a big Snailboy poster at rAge to play the game ;)

    @Boysano it will be available on the SA store very soon!

    Thank you all for the support and luck, we really appreciate it :D
  • @thoopid - its so awesome :) keep it up :) :) love the sweetness and innocence :)
  • This truly looks fantastic! Great job.

    I am brand spanking new to this... where do you start to learn to make epic artwork like this?
  • edited
    Awesome work! Easily one of the prettiest iPhone games I've seen. I'd be surprised if Apple don't feature you several more times in the future.

    Just a little criticism from my perspective (which will hopefully be useful to you and not come across as harsh or attacking):

    1) I think you can do better than that icon. The lovely rim lighting effects that you have in come of the renderings (like on the logo) is missing. Snailboy doesn't look heroic, and doesn't seem to be doing something fun (like flying through the air at the end of the trailer). Mostly: The icon doesn't indicate the sort of gameplay that Snailboy has, and so some fans of that kind of gameplay might miss it.

    I would have expected something more like this:

    http://screenshots.en.sftcdn.net/en/scrn/305000/305140/mega-jump-09-535x535.jpg

    But rendered better because Mega Jump is an old game and Snailboy is much prettier.

    I'm not an expert in App Icons, but I know they can be important. And I don't think the Snailboy icon looks "fun".

    But maybe my taste in what a "fun" icon is differs from others. This is just my perspective of course.

    2) There are no sound effects in the trailer, just the yell at the end as Snailboy flies at the camera. I think some slapping noises and a bit of his voice would make the action in the trailer feel more alive (and if I recall correctly the audio in your game is pretty good).


    Also: A question! How did you get the cover image of your Youtube trailer to be so perfect? (It is an image of your logo and snailboy heading towards the screen, normally I have to select from a frame of the trailer, does this mean that you have adverts enabled on your Youtube channel?)
  • @BlackShipsFillTheSky: As far as I know, you can upload a custom thumbnail for your video, but only if you have some kind of premium account.
  • @Elyaradine Yeah, it's for Youtube partners only. But I was too afraid to click "monetize my videos" (which I thought could mean allowing adverts in front of Broforce trailers). So I'm wondering whether Thoopid have some insider info.
  • @RickyGC Hey thanks so much! Well we mainly use 3D for our game, so for example there is a great college called The Animation School, which is in Cape Town but is opening a 2nd college in JHB next year. Otherwise there are tons of free tutorials for most 3D programs. And of course you could always learn a thing or two here at Thoopid ;)

    @BlackShipsFilltheSky Thanks so much for your kind words!

    It really is not a problem, we always welcome feedback and criticisms, without it we cannot improve our game :)

    1) I see exactly where you are going and appreciate your suggestions, just not too sure if it's a good idea changing the icon now after the game is released, but we will definitely consider it.

    2) We actually had the sounds in at the start and had a prolonged debate whether or not we should keep them in and in the end we decided to keep them out.

    3) We can use custom thumbnails just like @Elyaradine said. I'm not entirely sure if it was ONLY because we monetised our videos, but it was probably was. Enabling monetisation does not put adverts in your videos immediately though, you still have to select the type of adverts per video afterwards, so you can enable it just for the custom thumbnail, that's what we did :)
  • Hey guys

    Just wanted to let you know that we have launched our very own forum, mainly for help and support but also for everything mobile related and more.

    Check it out HERE!
  • edited
    @BlackShipsFillTheSky I did an experiment after reading this thread: (YouTube just happened to choose transition frames for all three our thumbnail options!) I put our channel to monitisation mode, and voilla, the Custom Thumbnail button appeared. The nice thing is you can monetize per vid. I've read somewhere you need to monetize at least one for it to work (the option was there immediately, but it seemed to not work immediately... I then monetized a vid that was unlisted, and then the thumbnail started to work (on all videos)... but it may also have been just a bit of initial glitchiness or caching or something).

    @thoopid Nice clean design :)
    Thanked by 1EvanGreenwood
  • @hermantulleken Thanks man! That answers my concerns!
  • Great work Guys. Lovely visuals and solid looking gameplay. Better than some releases from some bigger known companies. Keep it up:)
  • Thanks so much guys, slime on!
  • I downloaded the game last night. Pretty fun once you get going...

    Visuals are ammmaaazzzzing, as I said before, but they really are!

    I just had the black-screen freeze about 3 times after the intro scene.


    I am trying to learn from other indie games. Is it possible to have the the "charge-up-jump" and regular "left-right" movement controls in one game?

    The controls for Snailboy are quite cool! I slapped that snail Chris Brown style yo :P
  • Love the game. Also had the freeze a few times after the intro, and once or twice in gameplay. But it is a superb game, well done!
  • NEW VERSION of Snailboy is released!

    What's New in Version 0.9.6
    Thanks for all the great feedback, we have taken your comments into account and improved the following:

    1. Game loading issue resolved.

    2. Character control mechanism:
    - Improved jumping control.
    - Updated slapping control.
    - Increased accuracy.

    3. Performance increases on lower end devices.

    4. User interface updates.

    Download the update now!

    @RickyGC @hanli thanks guys for your support! as you can see we just released an update that fixes the black screen issue. Happy gaming!

  • image

    Snailboy is finally available in the South African App Store!

    Download it here!
  • Would be super interested to see if Snailboy will experience the same surprise success as Realm of Empires on the SA app store, or maybe you guys can learn from that story. It's been a mystery for us to try to see why that game did so well especially in the SA store and nowhere else in the world!

    http://makegamessa.com/discussion/comment/12932
  • I know that Yahoo was flooded with Realm of the Empire adds for a couple of weeks. Could it be that?
  • New iOS version is out!

    What's new in this version:

    ** New Holiday Season Santa Skin
    ** More Slimey Rewards. Collecting shells and completing the levels rewards you
    with tons of extra slime for more lives and other goodies.
    ** IOS7/Ipad mini fix
    ** Performance Updates
    ** User Interface Updates
    ** Slapping mechanism improved for better control

    PS: The Samsung App store version is in review and is coming soon!
    Thanked by 1duncanbellsa
  • edited
    Hey all!

    We are happy to announce that Snailboy is FINALLY on the Samsung App Store! Anyone with an S3 or S4 can download it, more supported devices to come very soon!

    image

    Store Link
    Thanked by 2dislekcia hanli
  • Hellooo everybody

    Snailboy just went live on the Amazon App Store, so tell all your Kindle buddies to download it.

    PS: it's free to try!

    Amazon App Store Link
  • I'm super curious to see how the different stores stack up against each other. Do you think you could show some sanitised graphs just for the relationship comparisons at some point?
  • We most certainly can. As we have just released on Amazon we do not have enough stats for that yet, but maybe give it a month or 2. Hopefully by that time we can upload to Google Play as well. Keep in mind that all these stores cater for different devices and that we had various promotions for different stores at different times.
    Thanked by 2Fengol dammit
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