Making my First Mobile Game (in 1 Week) - Summary

Summary

The video is a narrated walkthrough of a game development process by a developer who created a game in a single day and then decided to convert it into a mobile game within a week. The developer used tools like Trello for planning and Hostinger for hosting a website. The game features a trajectory, a pullback mechanic, a shop and customization system, save files, a level and XP system, and a color selector. The developer also implemented upgrades and a secret room. However, the controls were initially found to be problematic, causing the developer to slow down the gameplay and smooth out the movement. The game was then playtested and found to be fun. The developer integrated ads into the game and made some changes to the shop. The game was then published on the Google Play Store, and the developer expressed excitement about the release.

Facts

1. The speaker developed a game in one day and planned to turn it into a mobile game within the week.
2. The game was initially designed for PC, but the speaker decided to change the launch mechanic to make it more suitable for mobile games.
3. The speaker implemented a pullback mechanic for the game, allowing players to aim from where they initially pressed.
4. The camera in the game was reworked to zoom and move based on where the player is aiming and moving in.
5. The speaker set up a basic menu for the game, with only a play button functional at the time.
6. The speaker implemented save files into the game, allowing the game to remember the player's previous high score.
7. The speaker changed the jump mechanic, introducing a resource called "juice" that is depleted by jumping and using slow motion.
8. The speaker fixed the spawn system so entities spawn infinitely to the right and left.
9. The speaker implemented a level and XP system into the game, using the XP formula from RuneScape.
10. The speaker added a buggy color selector that allows players to change the color of their balls.
11. The speaker received suggestions from Twitter for additional upgrades, and implemented a rocket upgrade inspired by Risk of Rain 1.
12. The speaker worked on a locked door that unlocks when the player becomes a square, costing a significant amount of points.
13. The speaker implemented an auto bounce feature that allows the player to automatically bounce from ball to ball for a short period of time.
14. The speaker added a missile ball that shoots missiles at the player, and a second boss for more game content.
15. The speaker integrated ads into the game to generate revenue.
16. The speaker managed to release the game on the Google Play Store for Android devices, but it was not available for Apple devices due to time and cost constraints.