Gravitext 2 Is Now Available on the App Store and Google Play!
For the better part of this year, we've been working on a sequel to our best performing game of 2015, Gravitext. We're excited to finally be able to share it with all of you. Built with GameSalad (of course), Gravitext 2 is a word game that is designed to challenge and dynamically adjust to individual players. On a technical level, we really wanted to push the GameSalad platform to its limits, and we were very impressed with what we were able to get out of it this time around.
The short App Preview for the iOS App Store:
Download Gravitext 2 for iOS: https://itunes.apple.com/us/app/gravitext-2/id1206565472?ls=1&mt=8
Download Gravitext 2 on Google Play: https://play.google.com/store/apps/details?id=com.polarcapstudios.gravitext2
For our fellow GS Developers, we thought you might be interested in some of the things we were able to pull off with the platform:
Some of the most common feedback we received after releasing the original Gravitext centered around its brevity. We knew when we launched it that 100 levels might be too few, and we attempted to make up for that with four unique modes apart from the core levels experience. In Gravitext 2, we took a different approach. Relying heavily on GameSalad's provided Table functionality and related behaviors, we were able to build a system that dynamically generates levels that increase in difficulty as a player progresses. With a variety of objective and obstacle types, there's no limit to how far you can go (that's not entirely true, the limit is somewhere around 42,000 levels).
Speaking of tables: the dictionary. In Gravitext, the dictionary held about 10,000 words that could be recognized as valid entries. It was not enough. In Gravitext 2, we've adopted a completely different implementation with no notable sacrifice to performance that has allowed us to increase the size of the in-game dictionary to around 250,000 words. It's still not perfect, but there's plenty of room to add more as the suggestions come in (we've tested it with about half a million filler entries, still works fine).
Servers! Using GameSalad's networking behaviors has been a fundamental part of this entire process. Amongst other things, we wanted to be able to get a better sense of the ways in which our users were playing the game this time around. Server connectivity has let us set up the infrastructure for gathering analytics and feedback natively to do just that. It has also allowed us to set up cross-platform native leaderboards, create safeguards against cheating timed rewards, make slight changes to the game without requiring a client-side update, and more.*
These things and others are really a testament to the power that GameSalad offers developers, so a big thanks to the whole GameSalad team for letting us get this game done so quickly! There's a lot more we're really excited about in Gravitext 2, and we may have a few other projects coming down the line that we're building with GS, so stay tuned!
Thanks for reading, and if you have any questions or feedback don't hesitate to send a message!
Project Lead, Gravitext 2
Gravitext 2 also has its own official T-Shirt!