Steampunk idle spinner

Steampunk idle spinner beta is in PlayMarket!

Connect cogwheels, build balloons, earn money and develop your steam engine!

Wiki and new screenshots of Strategilization (cross-post from strategilization.com)

While it is still screenshot Saturday, I'd like to share the screenshots of the upcoming Strategilization update.



The life of your civilization starts, when you decide, where to gather food for your citizens. And only then you'll be able to found a city on a hex, adjacent to your rural region.



For all the aspects of your nation's life (expansion, exploration, improvement, research, wars) you'll be able to set up a development strategy. Afterwards you'll be able to spectate how your citizens, turn by turn, fulfill your orders and, if needed, issue the new ones.



From the city interface you'll be able to control various ideas, which influence your citizens' productivity.

Actually, the core gameplay has been reworked almost entirely since the posts at Airapport, so, to help new players get into the game, and to help myself have my thoughts organized, Strategilization wiki was created.

These changes has not been uploaded to Google Play yet, but now it's possible to say that the update will take place before the next Ludum Dare (in 2 weeks).

Strategilization: current state and plans

It's been 3 months after the last update. In the meanwhile the work is progressing. The core gameplay is still being changed, to provide the best player's experience. Within the following month a new update is expected, where:
- The state structure is based on Plato's model of 3 population layers: producers, doers and thinkers.
- Players can give strategic orders of Exploration, Expansion, Exploitation and Extermination, and your people will fulfill them
- Interface and informers are reworked, they now show the player what's going on in the game.
- Prices of various activities balanced.
- War mechanics reworked.



Final game name is defined. It will be called Strategilization!

Important milestone reached: 100k downloads of alpha version on Google play.



For the final release applied to Stugan accelerator. I hope we'll get in :)

Emitter: launch the waves. My Global Gam Jam entry


The theme of this year's Global Game Jam was "WAVES". I was busy with organizational issues at the Ukrainian location, but at night between Saturday and Sunday I managed to cut several hours from my sleep and made a prototype.

After the jam I completed the game and now I'm ready to release the game.

Tools used:
Flash Develop - IDE
Starling - graphics engine
Enhance - quick ads and analytis integration (it took me 3 minutes to integrate the banner, interlevel ads and retention measuring)

Get Emitter: launch the waves from PlayMarket

This is a wave puzzle. You'll see a pattern on the screen. Find, where and when to launch the waves to fit the required pattern. To win you'll need great precision and perfect timing.

As you play this puzzle more, various wave types will appear: circles, squares, triangles, pentagons and hexagons. The waves will reflect from the sides of the screen. Think and define where they must be emitted. The gampleay GIF explains the gameplay quite well, I suppose :)

The sound of real ocean waves accompanies your play, creating  a unique relaxing experience while you are solving the puzzles. Your previous results are stored and you can easily see how you progress and how your puzzle solving skill is betting better every day.

So, you are welcome to play and rate the game. And in the meanwhile I'll get back to my own Civilization development :)

This is how conquests will work in My Own Civilization



You won't need to handle hordes of units one-by-one. Just draw your strategic orders on the map - and your people will start working to perform them. Join the facebook group to learn more of the development

Military in my own Civilization: crossroads

After the release of Civilizations Bilder 0.2.6 I have to make one important decision. I ask you to share your suggestions and help me with it.

Right now I have a classic (almost) unit model to represent an army. Wars look like this:

But also I have a prototype of unitless military advances, using a cellular automaton mechanics. It's like this:



Which of those war models do you like more? Or, perhaps, you could advice on a compromise?


Tutorial: how to quickly integrate Admob Banner into your mobile game or app without a single line of code

Free FGL Enhance service was updated. And now you can add static AdMob Banners into your apps. This function was requested by many developers.

 I remember how hard I tried to add Admob into my first mobile game in 2014. It took me no less than 5 evenings to do this. At first I learnt that there is a commercial Milkman ANE, which cost is around $40. Then found a free Pozirk ANE. Spent much time on integration, struggling with application.xml, bugfixing, and every time when I made changes I had to re-compile the app.

Yesterday I've tested banner integration with FGL Enhance - this took me only 3 minutes, no more. If I wanted to show/hide the banner, then I might need 5 minutes, including adding the connecting drag-and-drop library and writing the code.

How to add banner into your mobile game

1. Enter FGL Enhance. Select, which SDK to integrate. You can select multiple various SDKs using this service, for this tutorial we'll pick only Admob from "I want to choose SDK myself".

Tutorial: how to quickly integrate Admob Banner into your mobile game or app

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