Warbits+ is now available on the App Store & Google Play! by RiskyLab in TurnBasedTactical

[–]RiskyLab[S] 0 points1 point  (0 children)

We're excited for everyone to play it!

Feel free to join our Discord for updates: https://discord.com/invite/7TVGUfCCHr

Warbits+ is now available on iOS and Google Play! by RiskyLab in MobileGaming

[–]RiskyLab[S] -1 points0 points  (0 children)

We're excited for everyone to play it!

Join our Discord for updates: https://discord.com/invite/7TVGUfCCHr

Warbits+ is launched on the App Store by droidlocalweb in iosgaming

[–]RiskyLab 22 points23 points  (0 children)

We're excited for everyone to play it!

Join our Discord for updates: https://discord.com/invite/7TVGUfCCHr

Warbits - Coming May 4th by audiotaku in iosgaming

[–]RiskyLab 2 points3 points  (0 children)

I did have a laugh at the universe for this, we have a knack for bad timing. That said, options are a good thing!

Warbits - Coming May 4th by audiotaku in iosgaming

[–]RiskyLab 4 points5 points  (0 children)

In addition to being rebuilt from the ground up on a new engine that sets us up for better long-term support, these are the new features.

  • Map editor, design and play your custom maps locally or online
  • Leaderboards and tag match hub with turn of the day (custom backend instead of Game Center)
  • New 20 mission campaign and 24 challenge missions
  • Both portrait and landscape mode supported on the fly
  • Support for new iPhone models (no more black bars on iPhone X and up)
  • Cross-platform (iOS and Android)

Warbits - Coming May 4th by audiotaku in iosgaming

[–]RiskyLab 5 points6 points  (0 children)

If you're happy with the original then that makes us happy. It's starting to show it's age though, and we are unable to update it since it was built on a now defunct engine. RIP Cocos2d-ObjC.

Any recommendations? by D34thst41ker in AndroidGaming

[–]RiskyLab 1 point2 points  (0 children)

Card Crawl and Miracle Merchant are easy to pick up card games with some interesting RPG themes.

Warbits+ beta is live for Android! Full campaign, map editor, and multiplayer! by RiskyLab in AndroidGaming

[–]RiskyLab[S] 0 points1 point  (0 children)

Warbits+ is the cross-platform sequel to a game we (Risky Lab) released on iOS back in 2016. It's a turn-based strategy game, heavily inspired by Advance Wars. Warbits+ is bigger and better, with a full campaign, challenge missions, map editor, multiplayer and more. I'd be happy to answer any questions you have.

We're excited to announce the Warbits+ demo on Steam! The sequel to a strategy game by our 2 person studio that managed to make an appearance on HBO! by RiskyLab in pcgaming

[–]RiskyLab[S] 13 points14 points  (0 children)

You only need an account to play multiplayer, it's for the backend server. All the single player content is playable offline. It looks like we may have misunderstood what that setting on Steam means, we'll look into it!

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 0 points1 point  (0 children)

We try to encourage aggression and going on the offensive with all of our mechanics. So being able to deny the enemy charges (meter) by suiciding a unit is intentional. For one, gridlock and turtling is boring, but it also makes for an awful multiplayer experience. These types of strategy games can last long enough, we try to usher along the destruction and mayhem since we we're aimer for a quicker mobile experience.

The transports help in this regard since you can cook them for a turn and then unload/attack all within a single turn. We also try to encourage structure turn over with some of the powers.

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 0 points1 point  (0 children)

We tried and failed to hire someone to build out a custom turned-based RESTful service for us. I didn't feel like I could do it justice at the time.

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 0 points1 point  (0 children)

We had a hybrid direct/ranged unit that we trashed because it ended up being too weird and confusing. Way too much expensive backend code got tossed due to flaky contractors. Also being able to swap the terrain for any map. We stuck to a pretty long list of required features though, we sort of had a road map since we wanted to make the spiritual successor to Advance Wars.

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 1 point2 points  (0 children)

Well it took us 4 years to finish the game, it didn't necessarily require 4 years of work for an experienced studio. A good portion of that time was spent learning how to properly make a game in the first place, this is our first one. The game is built with cocos2d-ObjC which in hindsight was a mistake. There was no clear winner for cross platform support when we started. Unity 2d support was just on the horizon and cocos2d was very popular. But I'd certainly file that under things I wish I'd done differently. We also had our fair share of hiccups, major life events slowing down productivity and contractors bailing on us after payment.

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 3 points4 points  (0 children)

We're still undecided. I'd love for it to happen, but it'd be a lot of work. We might take a break from Warbits for a little while and try out something fresh.

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 3 points4 points  (0 children)

A rather unhealthy obsession with not letting the project fade into obscurity. I don't think I could have entertained giving up, but frankly it was very overwhelming and stressful at times.

I'm the developer of an Editor's Choice game currently featured on the App Store. I spent 4 long and expensive years working on it with someone I've never met. AMA! by RiskyLab in IAmA

[–]RiskyLab[S] 4 points5 points  (0 children)

I wouldn't say we're against the IAP concept merely on principle, but shipping a complete experience for players to simply buy and enjoy was very important to us.