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AppGameKit Showcase / Curse Of Yendor [PC, Android, Amazon]

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IBOL
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13
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Joined: 30th Mar 2004
Location: @IBOL17
Posted: 14th Nov 2016 16:01 Edited at: 31st Dec 2016 14:53
"Curse of Yendor", a classical roguelike with modern gameplay, made with AGK2 tier 1, is now on Steam Greenlight (this will be my 3rd AppGameKit game on steam).

'Yes' votes are greatly appreciated, and positive comments are even better

It's an old-school turn-based dungeon crawler full of magic spells, deadly monsters, and powerful artifacts.

...and...
IT'S GREENLIT!



Here's a PC screenshot:



And one from the mobile version (currently Amazon and Android) :



Features:
* Explore vast procedural dungeons, forests, swamps, and towers
* Dig through walls, burn trees, freeze rivers, and cause earthquakes
* Defeat hordes of powerful monsters
* Complete mini-quests on each floor to gain permanent rewards
* Solve puzzles to unlock unique artifacts
* Total support for keyboard and mouse control
* Deep tactical combat with complex vulnerabilities and resistances
* Discover infinite play mode!

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SpecTre
Developer
14
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Joined: 24th Feb 2003
Location: UK
Posted: 14th Nov 2016 22:03
Yes to greenlight and comment done for you good luck with this, looks great!
The Amiga and Amos were great!
My website LEAP - Download Paint Pot here!
IBOL
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Location: @IBOL17
Posted: 15th Nov 2016 17:53
Thanks, that is much appreciated
hoyoyo80
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Posted: 15th Nov 2016 21:30
Congratulation! This is so motivating 3 games in steam? How long did each project took you?
MikeHart
14
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Joined: 9th Jun 2003
Location: Germany
Posted: 16th Nov 2016 14:25
Interesting. Which are the other 2 games on Steam?
-----------------------------------------------------------
Using AGK2 Tier 1
fantomEngine - A powerful 2D game framework
Blendman
3
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Joined: 17th Feb 2014
Location: Arkeos
Posted: 18th Nov 2016 07:20
Great

Are you on the googleplay ?
I would like to try your game
AGK2 tier1 - http://www.dracaena-studio.com
Paronamixxe
AGK Bronze Backer
5
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Location: Sweden
Posted: 18th Nov 2016 15:15
Good luck with greenlight! You have my vote!
cheers
IBOL
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Posted: 19th Nov 2016 12:51
Hi, everyone, thanks for the support!

To answer some questions:
yes, on google play

The other 2 steam games are XenoBloom and Not Your Space (passed greenlight but not released, renamed "core conquest")

How long? XenoBloom took about 3 months, Not Your Space took about 4 , and Curse of Yendor was built over 6 months, and I've spent 3 months polishing it. (roguelikes look simple but there is a *LOT* going on under the hood!)



MikeHart
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Posted: 19th Nov 2016 20:17
I LOVE seeing AGK2 games on Steam. Are the Steamspy numbers any close to the real numbers?
-----------------------------------------------------------
Using AGK2 Tier 1
fantomEngine - A powerful 2D game framework
IBOL
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Posted: 19th Nov 2016 21:39
I never look at steam spy , but since you brought it up, i went and looked.

Yes, the ones i saw were quite accurate.

And i have *never* done a bundle or a key giveaway or discounted the game more than 25%.

Bundles take extreme advantage of developers, and they devalue the product.
MikeHart
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Location: Germany
Posted: 19th Nov 2016 22:30 Edited at: 19th Nov 2016 22:31
Might I ask how long it took to get greenlit? And did you had to do anything special to the exe to be released on steam?
-----------------------------------------------------------
Using AGK2 Tier 1
IBOL
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Posted: 19th Nov 2016 23:46
XenoBloom took 3 or 4 months. it went relatively quickly becuase it was a novel idea.

"Not your space" took longer. like prob 7 months. I had sort of given up on it, when one day i got an email, "congrats".

I am expecting the current game to take a few months. My reviews are good, but i just don't get enough raw traffic to the site.

All i can say is, MAKE YOUR GAMES LOOK GOOD.

90% of what people like is professional looking polished 3D beautiful *GRAPHICS*... and i am not a graphics guy...

Make good stuff before you put it on steam. there is a lot of hate for un-professional games there
damothegreat
User Banned
Posted: 20th Nov 2016 01:08
A good polished game is always a good thing.

take a look at PLanet Coaster when you all got some free time - it looks amazing

give them credit where its due and totally with you with given ourselves time to make our games crisp in all matters -

A storyboard
engine - agk
graphics
structured programming
sound
music

damo
Using Tier 1 AppGameKit V2
Started coding with AMOS
Anything is possible if put mind to it
Golelorn
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Joined: 20th Nov 2016
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Posted: 20th Nov 2016 03:08
I voted for you. Good luck. Looks like you put a lot of your time into it.
MikeHart
14
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Joined: 9th Jun 2003
Location: Germany
Posted: 20th Nov 2016 06:22
Ibol, thank you for answering the questions so openly. Did you had to compile the game with the steam version of AGK2 so it could be uploaded to Steam? Any other things need to be done to get it accepted?
-----------------------------------------------------------
Using AGK2 Tier 1
hoyoyo80
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Posted: 21st Nov 2016 14:30
This is so motivating and inspiring I like this kind of game
IBOL
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Posted: 21st Nov 2016 14:40
Thanks again, everyone.

Sure, Mike, i've been on these boards for over 10 years, and people always help me out, even when i have a stupid question like "why aren't my graphics loading on android".

"xenobloom" is actually built in tier 1 AppGameKit v1 (not 2) , and it is compatible with steam. i was terrified after i passed GL that it would not be, but it is. I will say that we don't have ACHIEVEMENTS integration at this time, and that is really pretty bad for steam. *everybody* has achievements, and they are motivating to a lot of players.
damothegreat
User Banned
Posted: 21st Nov 2016 15:45
Is there any options on say Google Play / Steam to be able to save Acheivements for each player at all?

Or do we individually have to build our own internet server which can be used to store each players acheviements / high score lists.

Curious

Damo
Using Tier 1 AppGameKit V2
Started coding with AMOS
Anything is possible if put mind to it
IBOL
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Location: @IBOL17
Posted: 21st Nov 2016 19:18
I'm pretty sure google play can do achievements.

My test game "drop anchor" is set up for them, i think they work, although i don't think that's public anymore.

But AppGameKit is just not optimized for steam. And i know the first work in AppGameKit is "APP" not "EXECUTABLE", but still, it's a huge thing, an enormous market of paying customers.

I have yet another game in AGK1 that handles achievements locally, and that works. You can do your own leaderboard/server stuff, but i never have.
MikeHart
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Location: Germany
Posted: 22nd Nov 2016 06:46
At least you could do trading cards on Steam. Yes, achievements are a big motivational factor. I hope they will integrate them soon.
-----------------------------------------------------------
Using AGK2 Tier 1
PSY
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Location: Laniakea Supercluster
Posted: 22nd Nov 2016 23:51 Edited at: 23rd Nov 2016 00:01
Hey,

Congrats on getting Greenlit! Good job, man.
I'll vote for your game!

A game of mine passed Greenlight this summer (loaded it up in 2014 to win a bet, and to learn how STEAM works), and I released it this month.
It's not made with AppGameKit, so I won't reveal the name. It has achievements, though, but I had to use a wrapper.

I'm developing games with AGK2 tier 1 now, and ditched my old language due to an outdated DX version.
I started coding the game in DB looong ago, but switched to another language due to some 2D issues (which have been fixed now ofc).

I'll definitely write a successor with better GFX, more elements and eye candy in AGK2, and would love to be able to implement STEAM ACHIEVEMENTS!!

Yeah, STEAM ACHIEVEMENTS with AGK2 tier 1 would be a HUUUUUGE thing. I hope the devs will implement it soon
Achievements boost awareness and sales of a game ALOT and provide serious motivation!

PSY
Munchicken
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Location: Texas
Posted: 28th Nov 2016 16:12
Good luck! Looks nice. I gave you a vote and will give the mobile version a try when I get a chance
Digital Awakening
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Location: Sweden
Posted: 28th Nov 2016 20:03
Voted for you on Green Light. Good luck

I gave it a go on Android. This is not my type of game so my view probably doesn't reflect those who enjoy this type of game. I didn't play for very long. Here are my initial thoughts of the game. These are my personal opinions so feel free to agree or disagree.

I do agree with you that AppGameKit needs better Steam integration.


1. First of there's no background music. I think good music really enhances a game, and is a vital part of a game. There should always be an option to turn it off since some people prefer that.

2. When I hit Activate on the main screen and then backed out of purchase, the Activate button on the menu seemed to be constantly active and I couldn't do anything. Had to force the game to quit.

3. There's a lot of text before the game starts. I this really necessary?

4. There's no sound in the menus and when I walk around. Like music, sound is important. The game had made no sound at all at this point so I even checked the options and the sound volume on my phone.

5. First enemy I meet is resistant to bladed weapons (all I have) and make me fear them so I can't fight them directly and must walk around. That's kind a of boring start.

6. I have barely started the game and my character is already hungry.
IBOL
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Posted: 31st Dec 2016 14:51
...and...
6 weeks later and its greenlit.
Thanks everyone.
MikeHart
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Location: Germany
Posted: 31st Dec 2016 15:22
Awesome! I will watch your success through Steamspy, that's for sure. Happy New Year!
Running Windows 7 Home, 64 bit, 8 GB ram, Athlon II X2 255, ATI Radeon HD 4200. Using AGK2 Tier 1.
RickV
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Posted: 31st Dec 2016 16:54
Great new IBOL. I have also awarded you with a Valued Member badge! Thanks for using AppGameKit for your games and good luck with the new Steam release.
Development Director
TGC Team
GarBenjamin
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Joined: 30th Nov 2016
Location: USA
Posted: 31st Dec 2016 17:25
Congratulations! Looks like a fine game.
TI/994a (BASIC) -> C64 (BASIC/PASCAL/ASM/Others) -> Amiga (AMOS/BLITZ/ASM/C/Gamesmith) -> DOS (C/C++/Allegro) -> Windows (C++/C#/Monkey X/GL Basic/Unity/Others)
PSY
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Posted: 1st Jan 2017 00:57
Congrats mate, well done!!!!
PSY LABS Games
Coders don't die, they just gosub without return
Digital Awakening
AGK Developer
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Posted: 3rd Jan 2017 17:40
Congrats on another green lit title!
IBOL
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Posted: 10th Jan 2017 14:55
thanks everyone.
I'm going to tackle all the sound issues, and plan for a release in March (prob a few months of "early access", to get any steam bugs worked out).
IBOL
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Posted: 1st Feb 2017 19:23
Steam Launch has been moved up to 02/17/17 , which is pretty soon

http://store.steampowered.com/app/576420/

IBOL
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Posted: 15th Feb 2017 19:31
...getting closer...
Mbots
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Posted: 17th Feb 2017 13:06
Looks great!
SpecTre
Developer
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Joined: 24th Feb 2003
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Posted: 17th Feb 2017 17:04
Great work Ibol, just purchased the game from Steam and given a review for you. Very good game, have to admit it is not the type of game I would play but it does take me back to some games I have played in the past. Think will have some fun with this, great job!
The Amiga and Amos were great!
DavidAGK
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Posted: 18th Feb 2017 20:49
Congrats on GL!! Would love to see really good steam integration in AppGameKit tier 1.
Using Tier 1 AppGameKit V2
Started coding with AMOS (Thanks Francois Lionet)
easter bunny
4
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Playing: Dota 2
Posted: 19th Feb 2017 07:46
Congratulations on getting through Greenlight! I've bought your game. Just installing it now. I'll leave a positive review and let you know my thoughts

My Games - Latest WIP - My Website: Immortal.Digital - FB - Twitter
130,000 installs with AppGameKit and counting
PSY
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Posted: 19th Feb 2017 13:51
Quote: "Congrats on GL!! Would love to see really good steam integration in AppGameKit tier 1."


+1
PSY LABS Games
Coders don't die, they just gosub without return

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