I'm gonna upload some pitches and other incomplete stuff here, because I can.
first attempt at a mobile game back in 2011 was NinjaPool, a bit of a
clone of Lunar Pool for the NES, with a silly ninja theme shoe-horned in
because what the hell, it worked for Ninja Golf. One of the principal
mistakes I made when doing this game was to try to design everything
myself. It was a good exercise, but ultimately I'm not an expert in
physics and collision resolution. The engine was completely a-postieri
and as a result, the game had a lot of quirkiness at high speeds. My
vector class created a lot of object thrash in Android's "classic"
garbage collector and this gave the game some annoying visual hiccups.
game had its own level editor for defining physics metadata called
Pomade, which I'm still rather proud of, but once again re-inventing the
wheel was a bit of a pain and a project in itself. The level editor
was written in VB.NET. Levels still required hand-drawn backgrounds,
since at the time, MonkeyX wasn't very good at arbitrary pixel
I'd like to revisit this game someday, using Box2d as
the basis of the physics instead of my own engine, and perhaps with
collision data and levels rendered with in-game filters from a vector
prototype, instead of having rasters for each level. The rasters
would've made the installation rather large for my liking (~20mb).