As evidenced by Reigns/Tinder, there is something really natural and fun about simple swipe actions on mobile. I did really like the swipe mechanic, and so I thought back to the origins of the swipe, which came from Reigns. Not surprising that a game called ‘Swipe Royale’ would borrow some art during the concept stage! Reigns-but-like-a-gamebook This one never got past the idea stage, but you can get an idea of how the swipe mechanic lived on. You’d have to consider your current mana – is this the card you want to play, or should I skip it and try the next one? The gameplay was real-time, and as you deployed units, they’d march down the field to engage your opponent. In terms of actual gameplay, there were 3 actions – swipe left/right (deploy a unit into the lane) or swipe down (skip the card) Basically you’d build an 8 cards deck like in Royale and then you’d draw a single card. It would be a single player campaign style version of that game where you’d fight through a series of different armies before winning the final battle, upgrading cards along the way. My original idea was a game I called ‘Swipe Royale’, based on the very popular Clash Royale. The idea of what Meteorfall would ultimately become evolved during the development. It was from Card Crawl’s astonishing first year and healthy long tail that I realized that even a single developer could still compete on mobile if they had something to offer. I’m sure he wasn’t the first to do so, but I give a lot of credit for Meteorfall to Arnold Tiny Touch Tales and his transparency into the financials of a small indie developer. Now that Meteorfall has been out for a week, I wanted to do a retrospective of Meteorfall’s development cycle, as well as share some of the financials.
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