Rezoner Posted June 12, 2017 Share Posted June 12, 2017 TL;DR Mechar.io Ahoy everyone - it's been a year since I have released my previous game. I thought that I will be shipping a new game each three months but it turned out it takes a full time job to constantly improve the game so it can stay afloat Fortunately one day I have been approached by a fan of my other game who happens to be an artist - he sent me some lovely robots and I couldn't refuse to turn them into a game. So here it is - http://mechar.io - a fast paced multiplayer shooter using the same engine as wilds.io I don't have good gameplay video so enjoy this one: end3r 1 Quote Link to comment Share on other sites More sharing options...
Jadegames Posted June 12, 2017 Share Posted June 12, 2017 I think i have my new favourite browser game I play when I should be working! The controls are easy to get used to The animation has a lot of...juice (I know that term is stupid but it applies here). I think 8-bit graphics have been overused by game developers, but I think it works in this environment. The game is actually fun I've just got a few questions How are you monitising this? Are you in a position to share your stats on average play length, DAU etc? What engines are you using, (particularly server side) Any plans to get this on iOS/Android? Really great work Quote Link to comment Share on other sites More sharing options...
Jammy Posted June 12, 2017 Share Posted June 12, 2017 Great work dude. Keep it up Quote Link to comment Share on other sites More sharing options...
PhasedEvolution Posted June 12, 2017 Share Posted June 12, 2017 Damn... That is awesome Quote Link to comment Share on other sites More sharing options...
Rezoner Posted June 13, 2017 Author Share Posted June 13, 2017 Thanks thanks, There aren't much data in mechar.io yet, so I can tell you about wilds. > How are you monitising this? Displaying ads and selling virtual currency that players can exchange for swords, etc > Are you in a position to share your stats on average play length, DAU etc? About 300K UU / mo, with average gameplay time around 14 minutes. (10 minutes for new players, 25 minutes for hooked up players) > What engines are you using, (particularly server side) Custom solution on both client and server side. It's not really an engine - I am just copying previous project when starting a new and remove the parts that are coded the most terribly. > Any plans to get this on iOS/Android? Not really, the controls are kinda complex and it's too fast paced, I would rather write a game dedicated for mobile devices. Quote Link to comment Share on other sites More sharing options...
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