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(3 edits)

Tom, thanks for your prompt reply,

About lives - got it.
Devices... so far I've tested it on Intel tablet:
Android Jelly Bean 4.2. 1024 x 768 screen, dualcore Saltwell 2 GHz and PowerVR SGX 544 MP2 gpu(that is actualy Intel Atom Z2580 chipset) .1GB RAM

OK, its really depend how you technically implemented the game. Each time I tap 'play again' I have to wait. Can pre-pooling be done just once?
Here is what I did to improve level starting time, most likely you are familiar with all of this. Anyway, let me mention:
- actual game with start menu is one scene in Unity. When user click on start, no loading time.
- I do not use instantiate/destroy. All GameObjects are on the scene, inactive. When needed, just put them to be active (or inactive).

Whatever, cool game. Exactly what I do like playing. A bit of retro, space runner, jumping, firing bullets, avoiding obstacles. Nice GFX. Good job.
It won't be uninstalled. :)

My nick here is actually made out of two words, so you can call me Mike. Just to let you know. :)
Thanks again.

Hi Mike :)

I pool the gameobjects with a plugin called (Path-O-Logical) PoolManager, but I took the easy way and implemented Menu and Game scene seperately, so I'm just restarting the scene, pooling it all again.
I'm a bit worried I'll run into clean-up issues when I try to reuse the same scene, but I think I'll try that soon and see how it goes.

Also thanks for the device specs, good to know if it runs on other devices as well.