Super Nut Chase - retro platformer

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  • Hi all,

    I've finally decided to publish my first game on Play store (iOS coming soon), and would like to show it off. Now, I'm still not 100% satisfied with performance, still get lower than expected FPS on Andorid 4+ devices (for some reason especially tablets). although it's a pretty simple game <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    SUPER NUT CHASE

    https://play.google.com/store/apps/deta ... tchase.xdk

    It was exported for Andorid 4+[Crosswalk] without minifying and was built using Intel XDK, with Cordova CLI 4.1.2 and embedded Crosswalk 14 (so far I got best result on my Samsung and ZTE testing devices.

    If you hold upper right corner during game, in upper left corner FPS count and CPU will be shown, I'd appreciate if you test it on your devices. Any comments and advice on improving performance is greatly appreciated!

    EDIT:

    You can also play web version here: http://www.supernutchase.com/play

  • Love the graphics. Bright and colorful.

  • Very cute game! somehow didnt get sounds. nice work!

  • Very cute game! somehow didnt get sounds. nice work!

  • Hi, I'm glad you like the graphics and you find the game cute, regarding the sounds, due to a bug, I disabled the sounds, however I fund some time and re uploaded the APK with sounds, so the game now has working sounds (I hope so).

    How did you find the performance of the game? Was it playable? What phone/droid version are u using?

  • Amazing game! I really liked it but I only tested it on web...I hope it works fine on Android

  • Amazing game! I really liked it but I only tested it on web...I hope it works fine on Android

    Thanks, glad you like it! As far as I know, it runs just fine but haven't had many devices to test it, and not much feedback regarding the performance

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  • Works great on my 8 Core water cooled 4.0Ghz AMD processor. AMD 6900 1gb graphics card.

  • Works great on my 8 Core water cooled 4.0Ghz AMD processor. AMD 6900 1gb graphics card.

    and how about your Android phone?

  • OK, so I switched to Cocoon.io and the performance went up 300% No more low FPS, CPU rearly peaks over 30% (up to 80 on Intel XDK)... Anyhow, would like to hear feedback regarding performance...

  • Bright and colorful. Nice !

  • You know for such a simple concept -- essentially a chasing game -- it's....surprisingly addicting! Props to your good execution.

    The enemy chaser (what is that thing?) has just the right settings to be fair, I didn't find myself dying for other reasons than my own slip-ups. I like the progression from solid blocks to jump-thru to destroyed, and the random shifting of blocks into death blocks is a neat idea. All the expected powerups are there, which is nice.

    The whole experience could definitely be improved with some catchy 8-bit music though, if you're still planning to work on these non-performance areas of your game it would be great. On that note, I think that the player sprite could certainly afford to be....less simple. I mean, the enemy sprite is more detailed.

    Because I'm a technical dimwit I don't have much feedback on the performance, just that it works perfectly smooth on my Toshiba laptop (which lags even when running Cave Story) so it's all good over here.

    Overall, great gameplay design -- whether or not you continue to polish this game, I'll be on the lookout for whatever you develop after this!

    Oh and question -- how did you nab a website just for Super Nut Chase? Do you really have to pay for a web domain and all?

  • OK, so I switched to Cocoon.io and the performance went up 300% No more low FPS, CPU rearly peaks over 30% (up to 80 on Intel XDK)... Anyhow, would like to hear feedback regarding performance...

    True, cocoon.io is the way to go.

  • You know for such a simple concept -- essentially a chasing game -- it's....surprisingly addicting! Props to your good execution.

    The enemy chaser (what is that thing?) has just the right settings to be fair, I didn't find myself dying for other reasons than my own slip-ups. I like the progression from solid blocks to jump-thru to destroyed, and the random shifting of blocks into death blocks is a neat idea. All the expected powerups are there, which is nice.

    The whole experience could definitely be improved with some catchy 8-bit music though, if you're still planning to work on these non-performance areas of your game it would be great. On that note, I think that the player sprite could certainly afford to be....less simple. I mean, the enemy sprite is more detailed.

    Because I'm a technical dimwit I don't have much feedback on the performance, just that it works perfectly smooth on my Toshiba laptop (which lags even when running Cave Story) so it's all good over here.

    Overall, great gameplay design -- whether or not you continue to polish this game, I'll be on the lookout for whatever you develop after this!

    Oh and question -- how did you nab a website just for Super Nut Chase? Do you really have to pay for a web domain and all?

    Glad you like it I definitely spent most of my efforts (once the game was playable) on optimizing performance.

    Regarding the music, I definitely plan adding some music, was thinking buying some 8bit music online since I have no exp composing 8 bit music

    I also have an idea (would like to hear some feedback) for couple of more powerups and enemies, for example adding a powerup clock that would speed up timer, but if the enemy picks it up it would slow down the timer, also some pickups that would make all the blocks jumpthrough, other one that would reset all the blocks, etc...

    I also want to make some basic unintelligent enemy sprites that would just go left/right on the platforms, the ones you could jump on to destroy and then they would spawn some of the new powerups... Some "notifications" would also be nice like "Speed lvl2" if you pick up two speed pills in a row, or "Speed lvl3" if you pick up 3 speed pills in the row (pill effect would stack up and make you even faster, jump higher, or make shield last longer)

    I did have plans to integrate some "achievement unlocks" (like "ran for 1000 sec", "fell of screen 100 times", "picked up 100 pills" etc...), and also would like to make a multiplayer version (one player is the chaser (that is Unicornman ) others (maybe up to 4 players) are the Nut).

    I just don't have that much spare time to learn and test all the things I have imagined (maybe during summer holiday)... Will publish one thing at the time. I also plan launching iOS version. You said you played web version on Toshiba laptop, did you try the Android version?

    Regarding the site, it is hosted on a free hosting platform Hostinger.hr, I used a free template, only thing I paid for is the domain.

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