-----MUSIC------ → "Beats Yo!" & "Hectic" by Antti Luode → "Mirrorball", "Hybrid Tech Theme", & "Slow Dissolve" by purple-planet.com
I've been wanting to make some type of portal-style 3D puzzle game. Then the Wowie Jam hosted by Jonas Tyroller came around with the theme "Intentional Bugs". So... Let's do it! A game where you find bugs and glitches in the game and use them to pass each level.
In the end I managed to create a sort of interesting 3D puzzle game with like 7 levels. In the game, you play a person who has discovered they live in a simulated universe. With this, comes a new job, finding bugs in reality! There are like three or four bugs to exploit, moving platforms to jump on, boxes to pickup, and buttons to press. How exciting!
-----MUSIC------ → "Beats Yo!" & "Hectic" by Antti Luode → "Mirrorball", "Hybrid Tech Theme", & "Slow Dissolve" by purple-planet.com
I've been wanting to make some type of portal-style 3D puzzle game. Then the Wowie Jam hosted by Jonas Tyroller came around with the theme "Intentional Bugs". So... Let's do it! A game where you find bugs and glitches in the game and use them to pass each level.
In the end I managed to create a sort of interesting 3D puzzle game with like 7 levels. In the game, you play a person who has discovered they live in a simulated universe. With this, comes a new job, finding bugs in reality! There are like three or four bugs to exploit, moving platforms to jump on, boxes to pickup, and buttons to press. How exciting!I Made a Game Inside a Game Inside a Game Inside a Game...Sam Hogan2020-12-06 | (inside a game)
For some reason I decided to develop a game about recursion. The initial idea was to have the player itself be a smaller copy of the level that can navigate inside itself. So you could do things to the level to give yourself certain abilities or do things to yourself to modify the level. There weren't many amazing directions to take this, so I thought of something else:
What if the "level" contained a smaller copy of itself, and the player character can navigate between the different recursive instances. The idea is cool I guess, but programming it turned out to be quite the challenge - ultimately involving the use of a render texture and quickly swapping out the controlled "player" copy.
The final 2D golf based game is full of some mind-bending mechanics involving scaling the player, changing gravity, and duplicating yourself.
--- MUSIC --- → "Sidearm" by INTL.CMD - soundcloud.com/intlcmd → "Pookatori and Friends" by Kevin MacLeod (incompetech.com) → "Crazy" by Antti LuodeI Made Minecraft Without BlocksSam Hogan2020-09-06 | What if Minecraft had no blocks?
--- MUSIC --- → "Hero Dance Party" by TeknoAXE → "Vicious", "Pookatori and Friends", & "Laser Groove" by Kevin MacLeod (incompetech.com) → "Funky Monkey" by Antti Luode → "Blam" by DST - nosoapradio.usHow much Money does my Free Mobile Game Make?Sam Hogan2020-08-02 | This is how much revenue my mobile game made in its first 6 weeks...
Total daily active users peaked at 33.9k, and then quickly leveled off at around 9k
Extra iOS stats: Downloads by source: 54% from app store search, 20% from app store browse, 20% web referral, and 6% app referral. Device breakdown: 62% iPhone, 37% iPad, 1% iPod 1 day retention: 35-42%, 28 day retention: 4%
--- DESCRIPTION --- I recently developed a mobile game with the unity game engine. It's called "Stick With It" and is a rage platformer game. In this video we take a look at how the game made money, and how much it made. Instead of using traditional interstitial ads, I tried another monetization strategy - Rewarded Video. Players have the option to watch videos and get something in return, in my case they can undo a move.
This strategy seemed to fail, because the ARPDAU was around $0.003, but then I updated the game...
In the update, I fixed bugs, added a normal mode, created some new characters, introduced a map screen for selecting checkpoints, and set up in-app purchases. Incidentally, the revenue ended up increasing, because the game was actually possible to play, so uhhhh, people actually played it.
This is the final devlog in the stick with it game development journey. I'll still like fix bugs and stuff, but the game is now done pretty much. Huge thanks to everyone who played the game, rated it, sent me bug reports, played some ads, or unlocked skins!
---- You May Also Like ---- Other game dev revenue/results videos: Dani - How Much Money my Mobile Game Made (After 1 week) - youtu.be/54GoOsHQQD0 DevDuck - Results from Releasing My First Indie Game - youtu.be/3UfJAcu5rgo Miziziziz - How Much Money I've Made From Game Development - youtu.be/QnILXztKdME Blackthornprod - How much Money did I earn with my indie game on Steam? - youtu.be/W7gVO_Fd-_0 Anders Lundbjörk - Indie Gamedev Revenue (How Much Money I Made in 2019) - youtu.be/z6-weelMKOw
--- MUSIC --- → "To the Next Destination" & "Celebration in Slow Motion" by TeknoAXE → "Crazy" & "Hectic" by Antti Luode → "Break Out" by DST → "Vicious" by Kevin MacLeod (incompetech.com) → "Epiphany" by purple-planet.comI Made a Zero Player GameSam Hogan2020-07-18 | Is a game with no players possible? Well... I made one (sorta)
The GMTK Game Jam gives you 48 hours to develop a game from scratch. The theme was "out of control". The idea I settled on was a puzzle game involving cellular automata, inspired by Conway's Game of Life. Players will set some initial conditions of various cells on a grid, and then the simulation will play out.
I pulled out the good ol' Unity game engine to build this game. After some serious struggle, I eventually developed a possible game idea and figured out how to program it (didn't actually end up using cellular automata, but it kind of mimics it).
There are different types of cells with specific functions. A mover cell moves in one direction and pushes any cells in its way. A rotate cell will spin cells that touch it. A generator cell with duplicate another cell. game development. The idea is that combining these will lead to emergent gameplay (with the goal being to destroy enemy cells).
During this game development marathon, I added animations, made some levels, attempted pixel art, made some more levels, programmed dragging and controls, and added even more levels. I finished the game about 4 hours before the deadline, which gave me plenty of time to make builds and submit. After that I actually fixed a bug and added level saving, and updated everything an hour before the deadline.
So I think I started to scratch the surface of emergent gameplay, something I've always wanted to do. The game is called Cell Machine, it's available on web/PC for now, but I might port it to mobile, but only if I can come up with a good title for that video lol.
Check out Dani: Dani - Programming a Boss Battle For my Game: youtu.be/nhhSDrA6stw Dani - He said I Couldn't Make a 3D Game... So I Made One! youtu.be/rb0EhmyQ0aM Dani - I Turned Youtube into a Giant Battle Royale Game: youtu.be/7tC6DUaPqfM
--- MUSIC --- → "Hero Dance Party", "Mystical Pixels", & "Bubbles and Submarines" by TeknoAXE → "Crazy" by Antti Luode → "Vicious" by Kevin MacLeod (incompetech.com)
Some SFX from Tonedock.comMaking the Worlds Hardest Mobile GameSam Hogan2020-06-06 | Can I make the world's hardest mobile game in just 24 hours?
When I first started working on my soft body physics game, Stick With It, I was intending for it to be on mobile (which is why it has such simple one touch controls). Now I finally get around to finishing what I started, but to make it interesting, I only get 24 hours to do it.
I added some "cool" new features to the mobile version, like an easier difficulty mode called hard mode, particles, and checkpoints. The real effort, though, went into optimizing the beep out of the game, which is absolutely no fun.
Because you have to "secure the bag" as they say, I needed to come up with a monetization strategy. Instead of having ads in the game that pop up when you die, I instead created an undo last move feature, which you can use by watching an incentivized ad. Now players will actually want to watch ads, how neat.
I actually somehow completed the 24 hour challenge... sort of, if you ignore the bug fixing and publishing stuff. Publishing took another day, mainly because you need a mac to publish to the iOS app store, and the mac I have is like really old and excruciatingly slow. But surprisingly, both the iOS and android version of the app got approved very quickly.
Check out Dani: Dani - Programming a Boss Battle For my Game: youtu.be/nhhSDrA6stw Dani - He said I Couldn't Make a 3D Game... So I Made One! youtu.be/rb0EhmyQ0aM Dani - I Turned Youtube into a Giant Battle Royale Game: youtu.be/7tC6DUaPqfM
--- MUSIC --- → "Mantis Shrimp Showdown" by Boom Kitty: youtube.com/boomkitty → "Crazy" by Antti Luode → "Vicious" by Kevin MacLeod (incompetech.com)I Made the Hardest Game EverSam Hogan2020-05-23 | Can I use the softest physics to make the hardest game?
-----MUSIC------ → "Cord Cutter" & "The Floor" by Boom Kitty: youtube.com/boomkitty → "Crazy" by Antti Luode → "Vicious" by Kevin MacLeod (incompetech.com)
So this week I decided to make a rage game. Why? Well I just wanted to. It's definitely not because I was recently playing "Getting Over It with Bennett Foddy" and couldn't finish the game, so wanted to make others suffer.
This game uses a pretty neat mechanic called soft body physics. In the Box2D physics engine built into unity, no physics objects can bend or deform, which is absolutely no fun. So I programmed up my own substitute, and by programmed up I mean patched up my old code with stuff from the internet.
The game is called "Stick With It" 'cause you're like sticking to stuff, get it? In the game, you control a little blobby guy who is generally unimpressed with your jumping skills. An arrow constantly moving back and forth indicates the direction you can jump. But be careful! One wrong tap and it's back to the beginning.
I think I kinda failed at the whole "rage game" goal, which is to make something frustratingly hard that you still can't put down. This game, which is not even that hard by the way, is also not fun.
--- You May Also Like --- Check out some of my other "I Made" videos like this: I Made Minecraft in 24 Hours: youtu.be/Nj8gt_92c-M I Made a Game with Intentional Bugs: youtu.be/M_iiXaaF5T4 I Made a Game with Infinite Levels: youtu.be/u6MW8rdotkM
Also check out @Danidev (although you already have) who I believe I owe some description links to: Dani - Programming a Boss Battle For my Game: youtu.be/nhhSDrA6stw Dani - He said I Couldn't Make a 3D Game... So I Made One! youtu.be/rb0EhmyQ0aM Dani - I Turned Youtube into a Giant Battle Royale Game: youtu.be/7tC6DUaPqfM
Now hopefully I won't spend 2 years developing this and turn it into a full steam release. jk, go check out @JonasTyroller and wishlist Will You Snail? on steam. Jonas Tyroller - Can We Make This Button Fun To Press? youtu.be/7L1B5YaxxoAI Made Minecraft in 24 HoursSam Hogan2020-02-27 | Can I make Minecraft in one day without the internet?
So I was bored and decided to bust out the good ol' unity game engine and see how just hard it would be to create the classic blocky voxel sandbox game. To make it interesting and really test my skills, I wasn't allowed to access any external resources/tutorials/code.
-----MUSIC------ → "Funky Monkey" & "Out of Pentatonic Scale" by Antti Luode → "Mirrorball" & "Emotional Wilderness" by purple-planet.com → "Break Out" & "Blam" by DST - nosoapradio.us
I started off with basic terrain generation, using cube gameobjects arranged in a grid, whose heights are varied by a perlin noise function. This, however, led to not great performance, but luckily I knew of a way to significantly optimize things.
This was using terrain chunks - which is what the actual minecraft does as far as I can tell. This meant using voxel data to only build faces of blocks that are facing air blocks. And because the voxel data is 3D, it's possible to have much more interesting procedural terrain generation, like caves, overhangs, trees, etc.
It's super fun to play around with the different noise functions and see what type of terrain is generated. I ended up doing some simple stuff which looks pretty good: A base layer of simplex noise at a large scale + another layer at a smaller scale that is multiplied by yet another layer for terrain variety. This is the height map. Then 3D simplex noise cuts pieces out to create cave systems.
Procedurally generating trees and water were both a little tricky. For trees, I used a perlin noise value at each chunk coordinate to determine how many trees would be in each chunk. Then, a random number generator seeded with the chunk's coordinates was used to build the specific trees. This way, the exact same random numbers are produced each time for a specific chunk, and the same trees are generated.
Water had to form around the terrain, so you don't have weird stuff like finding water when you did straight down. What I ended up doing was creating a separate mesh for the water. To build it up, just loop through each xz coordinate in the chunk, for each starting at the max y position and move down through the voxel data, checking if land exists. If the water level is reached before the first land block, build a square at the water level.
There's some boring stuff cut out of the video, like optimization. I did things like add an object pool for reusing terrain chunks and add a timer to load chunks one at a time instead of all at once. The performance is still not great, which is mostly due to all the noise function calculations. This could probably be fixed with multithreading, but there's no way I could figure that out without internet help.
I finished this project off when an inventory, a skybox, and some graphical improvements. The total elapsed time from start to finish was about 14 hours, and the total time I spent actually working on it was around 11 hours. This was minecraft in 24 hours with #Unity3D.
👨💻 IN THIS DEVLOG 👨💻 For a long time, I've only used a simple camera follow script for tracking the player. In this game, the ragdolls can be flung around in all kinds of ways AND you have the ability to control the camera zoom, which made this simple solution not quite enough. I ended up combining two different ideas: track a position that smoothly follows behind the player and add on top of it an offset value to frame the scene. Secondary additions include auto-zooming to keep the ground in view or when the player has a high velocity, as well as the use of raycasts to locate the ground.
I also created a basic title screen, and improved the connection forming of circular shaped objects.
Should I change the game's name? A good name describes the game well, is pronounceable, memorable, and searchable. I don't think the current name "Siege Engineer" checks all of these boxes. "Siege Sandbox" won the twitter poll, and it visually looks cool, but it's kind of awkward to say too. I'm probably overthinking this lol. "Siege Physics" is growing on me. Leave a vote in the poll in the video!
🎮 GAME INFO 🎮 Siege Engineer is a 2D physics-based puzzle game I'm developing with Unity. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!Crushing Ragdolls in My Medieval Sandbox Game (devlog)Sam Hogan2019-11-23 | Play the demo: trickshotlabs.itch.io/siege-physics-demo
In the devlog, I’m upping the stakes for the ragdoll foot soldiers.... Also I’ll be working on the visuals a little bit, improving the editor, and creating some levels for the demo.
--- UPDATES --- So I rewrote the majority of the code for the game over about a month and a half. Everything now uses an event system for communication, which helps eliminate dependencies and makes the code base more flexible, extensible, and reusable. Buildobject (the items you build with in the game) have a much more dynamic structure, making it much easier to create new buildobjects and add custom functionality. There’s also a new camera controller, which is still in progress, a totally new system for forming connections, and a new save/load level system. Some other random additions include tracking selected objects and the ability to edit multiple objects at a time. THere are still a few things I want to completely redo, like the inventory and the edit menu, but they work fine for now, so I’ll wait until after the demo is out to work on those.
--- GAME INFO --- Siege Physics is a 2D physics-based puzzle game I'm developing with the Unity 3D game engine. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!I Made a Game with Infinite Levels...Sam Hogan2019-09-06 | I entered the Community Game Jam 2019. Here's what I came up with...
I finally got around to participating in a game jam. One week. The theme: the game is a liar. Hmmmm. Yeah, instead of doing that, let's make an infinite platformer! I'm too lazy to make levels myself, so I employed a lil procedural generation to build the levels for me. The game surrounds a robot that can't find his friend Bill. Hop from platform to platform in an endless search for the elusive figure. WHERE'S BILL?
I had a lot of fun making this game; it feels good to get something "published" every once in a while. There are of course tons of bugs and issues with the game, like most levels being pretty boring. Oh well.Making a LEVEL EDITOR (Devlog)Sam Hogan2019-08-01 | In this devlog, I make a simple level editor to help me build levels faster. I also try to figure out a mechanic for moving multiple objects at a time and make the biggest change to the game so far...
--- GAME INFO --- Siege Physics is a 2D physics-based puzzle game I'm developing with Unity. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!
#gamedev #devlog #unity #madewithunity #indiedev #indiegame #gamedevelopment #devblogOne Year of Unity Game Development!Sam Hogan2019-07-16 | One year and three months ago, I started developing a medieval physics puzzle game with Unity. Here is my game development progress.
I've been making games for over 5 years, and have had fun the whole way. I started with a game engine called Corona SDK, that would let you build 2D games for mobile devices. Wanting to upgrade to 3D, I started learning Unity. So I began work on a procedural space exploration game, which turned out to be fairly large in scope, and I quit after 9 months of development. After that, I took a small break from game dev, but eventually picked it back up and made a few smaller unity games.
This brings us to last March, when I was ready to start a larger game. I wanted it to involve trebuchets, and I love sandbox games, so I eventually settled on a 2D physics sandbox game where you build siege engines to complete various tasks. Early development focused on making the building system easy and intuitive to use.
As development progressed I ran into problems: the building system is more complicated than expected, the objectives are too complex or not expandable enough, graphics are holding the game back. I try to solve these problems, some of which I'm still working on.
Today the gameplay is centered around transporting a ragdoll foot soldier to the flag. You must build siege engines, machines, vehicles, etc. to successfully get him to his goal. I'm getting so close to a playable version of the game that can be released as a demo. It still needs some things, like sound effects, menu screens, and bug fixes, so I'm really working hard to get this into the hands of players. This would be the best way to gain feedback and improve the game.
#gamedev #devlog #unity #madewithunity #indiedev #indiegame #gamedevelopment #devblogMotors! // Unity Game Devlog #6Sam Hogan2019-07-07 | In this devlog, I implement a motor/engine object that you can place on top of a connector to spin other objects. Also, I fix some bugs.
More game info: Siege Physics is a 2D physics-based puzzle game I'm developing with Unity. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!
#gamedev #devlog #unity #madewithunity #indiedev #indiegame #gamedevelopment #devblog2D Sprite Outlines! // Unity Game Devlog #5Sam Hogan2019-07-02 | In this devlog, I try to figure out how to create outlines for objects so it's clear what is selected. I also implement connecting objects to terrain, which will open more possibilities for levels.
More game info: Siege Engineer is a 2D physics-based puzzle game I'm developing with Unity. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!
#gamedev #devlog #unity #madewithunity #indiedev #indiegame #gamedevelopment #devblog2D Terrain Generation // Unity Game Devlog #4Sam Hogan2019-06-17 | In this devlog, I work on generating terrain that uses vector graphics!
More game info: Siege Engineer is a 2D physics-based puzzle game I'm developing with Unity. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!
#gamedev #devlog #unity #madewithunity #indiedev #indiegame #gamedevelopment #devblogHow I Designed My Games UI (devlog)Sam Hogan2019-06-07 | In this devlog, I redo the main user interface elements and add new properties to the edit menu, which allows for more building options.
More game info: This is a 2D physics-based puzzle game I'm developing with Unity. You are tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!
#gamedev #devlog #unity #madewithunity #indiedev #unity2d #unity3d #indiegame #gamedevelopment #devblogIndie Game Devlog #2 // New Objective, Terrain, & Levels!Sam Hogan2019-05-29 | In this devlog, I add some things centered around the new objective in the game - helping the ragdoll foot soldier conquer enemy land by reaching the flag. I also try to make levels slightly more interesting with terrain pieces. Finally, I show some levels and what solutions might look like.
More game info: This is a 2D physics-based puzzle game I'm developing with Unity. You are (now) tasked with building siege engines to transport the ragdoll foot soldier across enemy territory. Fed up with his siege engine genius being ignored due to his low status in feudal society, our protagonist has decided to single-handedly take over kingdoms and stuff.
To play, drag objects from an inventory into the scene and connect them together. Press play to watch chaos ensue. Create catapults, trebuchets, vehicles, and much more!
#gamedev #devlog #unity #madewithunity #indiedev #unity2d #unity3d #indiegame #gamedevelopment #devblogMaking a Physics Sandbox // Unity Devlog #1Sam Hogan2019-04-19 | In this devlog, I'll give a quick intro to my 2D physics-based puzzle sandbox game centered around building medieval siege engines. So far it's pretty simple but I finally have enough that the game can actually be played.
You have an inventory containing a limited number of items, and are given some opposition you must destroy, which could be a "castle", another siege engine, or an army of foot soldiers. Using the limited resources you must build a siege engine (or anything) that is capable of leading you to victory!
#gamedev #devlog #unity #madewithunity #indiedev #unity2d #unity3d #indiegame #gamedevelopment #devblogCreating a Prototype with UnitySam Hogan2019-04-08 | When starting a game, the best thing to do is make a prototype. It lets you test game mechanics quickly to see if your idea can go anywhere. Don't worry about art, scalability, comments, or good code - just get something working!
I've been developing this game intermittently for a year or so. In it, you build things to destroy stuff (more specifically you build siege engines to destroy "castles" or whatever). The goal is to make building fast, easy, and intuitive. I haven't found many 2d physics building games that give you a lot of freedom, so I decided to make my own! Also I love trebuchets.
#gamedev #devlog #unity #madewithunity #indiedev #unity2d #unity3d #indiegame #gamedevelopment #devblogEPIC Gons.io Gameplay (1624)Sam Hogan2017-08-16 | play now: http://gons.io Watch my heroic rise to the top and cataclysmic fall from grace. No ragrets was not my killer but he was my downfall.
Music - Azimuth by DSThedra scape - iOS and Android DemoSam Hogan2017-06-08 | Traverse an idyllic landscape of polyhedra and rotation or something idk.
All you really do is rotate a blocky mass thing in order to fit through holes, avoid obstacles, and collect some polyhedra. Different polyhedra are worth certain amounts of in-game currency called 'hedra'. This so-called hedra can be used to buy skins that have advantages, such as starting at later stages. blah blah blah, no one reads this anyway.Planet exploration in procedural low poly space gameSam Hogan2016-07-10 | A quick demo of planet exploration in a game I am currently developing. Made with UnityHappy Race iOS/Android TrailerSam Hogan2014-11-30 | iOS:itunes.apple.com/us/app/happy-race/id903742444?mt=8 Android: play.google.com/store/apps/details?id=com.gmail.shluamobilegames.HappyRace
Happy Race is an action packed real-time racing game! Jump off buildings, smash windows, reverse gravity, detonate explosives, and go to the moon all in the comfort of your home! Try to keep your character alive as you avoid obstacles and complete tasks on your way to the finish. You can match up with a random opponent and challenge friends, or unlock new levels in single player mode. Happy Race is the ultimate cure for unhappiness!
FEATURES: •Play a random opponent with one tap •Race friends without an account •Single player mode •Realistic Box2D physics simulation •60 levels •7 characters •2 control types (touch and tilt) •Game Center leaderboards and achievements
Thanks for playing!Super Unicycle iOS/Android Game DemoSam Hogan2014-05-02 | Coming soon to iOS and Android devices is Super Unicycle! Super Unicycle is an exciting endless-riding game. You play Super Guy, a unicycle stunt man who has constructed an enormous race track. Race through over 25 mind bending stunts like hills and loops collecting coins and powerups along the way. Use the coins you collect to buy awesome new wheels that help you get better coins, or a higher score! You can also compete against your friends with built in leaderboards.Trick Shots inc. iOS/Android TrailerSam Hogan2014-01-09 | A fun new mobile game is coming to your favorite Android or iOS device! Trick Shots inc. is a basketball trick shot game WITH EVERY LEVEL COMPLETELY UNIQUE!!! Although there are only 15 current levels, updates will be on the way if the game gets enough downloads and positive reviews. So tell all your friends and family!