
My latest iOS game is basically finished.
Just waiting for the stable release of Godot 4.5
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Email: adam_howell_games@yahoo.com
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Itch.io: https://adam-howell.itch.io/
Steam: https://store.steampowered.com/app/2780410/StarsAway/

My latest iOS game is basically finished.
Just waiting for the stable release of Godot 4.5
Here’s the first trailer for my next game. A tower defence that controls like Pac-man.
I’m really please by how deep and addictive the game is despite being built from really simple gameplay.
The response to the sound track to StarsAway seems divisive at best. So posted it on soundcloud. https://on.soundcloud.com/bhuxMq2wGxKBU68DA
Loading speeds are something I’ve always had mixed feelings with on the iOS version of StarsAway. Yes, after you’ve loaded the game once and played a couple of levels it gets much snappier thereafter but most players will have had got a pretty bad impression by then.
So I had a bit of a play around trying to improve things…
Somehow I forgot to implement multithreaded loading across the whole game. I used it to load the different level sections in the middle of a game but until todays patch it wasn’t fully implemented when first loading a level or loading the title screen. It turns out to make quite a significant difference.
I tried tweaking the speed further by having the title screen start before all the assets were loaded and begin loading some level assets well in advance.
End result: first boot is much faster but still not perfect. It does load the first level at a reasonable pace on first load and after that everything is close to instant.
But that ‘close to instant’, is great. Second boot you can open the game in a second and get halfway through a level in the time most iphone games would still be booting.
I’ll implement these improvements to my free Endless StarsAway game at some point. That’s had a bunch of downloads but this hasn’t led to many purchases of StarsAway indicating it’s failure as an initial sales pitch. Perhaps I threw it together to quickly and it needed a bit more polish.
New content:
Tweaks:
Fixes:
The new endless level was designed so I could release a demo that would double as a stand alone game in it’s own right. It features a number of differences from the main game.
The third level in loop 2 has been revamped and there has been a significant revamp of the first level in loop 3.
There were a lot of bugs with translations that were fixed. Resolved issues include translated text not showing, buttons resizing too small in some langugages, and there have been many tweaks to the translations themselves.
People expressed interest in using a gamepad which StarsAway does support but not fully yet and I was planning a lot of work on the gamepad in the next big patch.
As people were going to pay it now with a gamepad I decided to release a quick update that reduces the big deadzone on the left Joystick. That one change makes the game much more playable with a gamepad and makes the gamepad by far the easiest way to play through the game. Perhaps too easy!
It also added shoulder button functionality to the Survivors mini game and iOS requirements have been reduced to iOS 14 and above.
It’ll be out once it passes the apple app store review.
With the game release I’m now focusing of polishing of the gamepad support. Yes, it supports gamepad but I was very much focus on making the best mobile game I could.
So far I’ve tweaked the gamepad/keyboard controls for the survivor mini game. Next I will need to add button icons so people know what controller buttons to press and give full menu support so people can select to play a mini game via the controller.
I experimented with auto aim for controllers (as they’re harder to aim with than a touch screen) but so far I didn’t come across anything I liked.
Now released, my biggest doubts about the game come from the limited game testers and the worry that it is too hard or has tricky difficulty spikes. I’ll have to wait and see what people say about it. I never planned it to be an easy game but I wanted it to be hard in a fun and encouraging way.
My finger hovered over the release button.
Why?
What pompousness?
What I’ve been thinking sat on this gem?
Why pick an arbitrary date for release when I can just put it out there? It’s not like I have the marketing skills to make a difference in the extra time. The game’s finished for goodness sake.
The mouse button made a click. It’s done.
I sat back…