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Ori the Origami Fish, 1 Month development, first 2d Game with Unity. (Android)

Discussion in 'Made With Unity' started by resetme, Feb 24, 2016.

  1. resetme

    resetme

    Joined:
    Jun 27, 2012
    Posts:
    204


    Link:
    https://play.google.com/store/apps/details?id=com.resetpixel.savingori


    Wanted to jump in this crazy ad game world. lol

    After one month of full work(9 to 10 hours a day) and sometimes counting the weekend too i have finished my first 2d Unity Game.

    Did everything by myself, Art, design, programming.
    I divided my work flow as follow:

    First week: Idea, Basic Art Design, simple prototype.
    Second week: Coding, the game have to fully work with place holder.
    Third week: Animation, art, sound.
    Last Week: Fix bugs, implement Unity IAP (this was difficult).

    Appreciate any feedback from the community.

    Some Screenshots of the development. The first image took me like 3 hours and it was the idea in Illustrator, after that i made the game.
    fish.jpg

    and then the game progress already in Unity Screenshot_2016-02-22-12-25-27@0,5x.jpg

    Screenshot_2016-02-20-15-30-04@0,5x.jpg
     

    Attached Files:

    Last edited: Feb 29, 2016
    aer0ace, AGM_Dev and KamranWali like this.
  2. SwaggyMcChicken

    SwaggyMcChicken

    Joined:
    Apr 13, 2015
    Posts:
    108
    How does it look so polished in one month? I like it
     
  3. resetme

    resetme

    Joined:
    Jun 27, 2012
    Posts:
    204
    Thank you, it is a single touch game. Mostly of the time was trying to merge manifest and repackage jar files from plugins.
     
  4. aer0ace

    aer0ace

    Joined:
    May 11, 2012
    Posts:
    1,511
    This is quite an accomplishment for 1 month of full time dev. It's really polished, and the gameplay is pretty fun. The amount of ads that are in my face will prevent me from wanting to keep playing it though.
     
  5. resetme

    resetme

    Joined:
    Jun 27, 2012
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    204
    the game over ads? i'm planning to remove the last one, keep only images. what do u think?
     
  6. resetme

    resetme

    Joined:
    Jun 27, 2012
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    after 3 days and around 1000 users:

    admob give almost 0$, dont even bother to put banner if you dont have at least 60.000 screen print per day.

    videos = 6-8 dollars the first 2 days with "must see videos" after game over. Some people complain about it so i took it off, reduce the ads image and reduce the amount of "watch a video and change ori color", now the revenue is 0.

    if any one want to make money i strongly recommend to put videos with no skip at game over.
     
  7. aer0ace

    aer0ace

    Joined:
    May 11, 2012
    Posts:
    1,511
    I think videos are okay, but the frequency should have a better algorithm than "after every game over". Something like, for the first time, do it after 10 play sessions, then later, maybe 9 play sessions, and cap it at like 6-7 play sessions. Then you can play around with the frequency.

    I'm surprised admob didn't yield you anything after 3 days @ 1000 users. It could be that it's just starting out. My game Number Crunchers is yielding at least a few cents a day at 1000+ users.

    EDIT:
    Re: video ads, the ideal thing to do is make viewing the videos incentive-based, like Crossy Road. If the user watches a video, the user gets something in return.
     
    theANMATOR2b likes this.
  8. resetme

    resetme

    Joined:
    Jun 27, 2012
    Posts:
    204
    gonna give a try at Number Crunchers game and i will implement a non skip video after 10 play sessions using chartboost
     
  9. resetme

    resetme

    Joined:
    Jun 27, 2012
    Posts:
    204
    Made a video promotional for the game: