Slydris on Android: Done?!

There it is.  Slydris running on a Nook HD+.  It plays and looks as nice as it does on an iPad3.

I didn’t think it would take too long to port Slydris to Android, and I wanted to get the crazy technical stuff out of the way with a smaller game than Bombcats, so I started working on it on Tuesday.  And now it’s done.  About half of the time was coding, the other half was spent trying to get Android and Unity (and my PC) to cooperate with each other.

So what does this mean?  I think I could release Slydris on Android today.  It’s uploaded to the Google Play Store and just waiting for me to push the button.  At least I think that’s all I have to do.  I’ve never done the Android publishing thing before, but that’s part of the reason I wanted to do Slydris first.

But I’m not going to do that yet, because I have to let the press who covers Android know about it.  I have no idea who that is, aside from PocketGamer (they cover iOS, Android, and everything else).  And I have to update the trailer to say “Android” instead of “iPad”.  And I’m trying to contact Google and find out what more I should do to possibly help get Slydris featured on the Play Store.  Sometimes the easy part is the game, and the hard part is letting people know about it.

A Radiangames Explosion

Given how well Slydris went, I could release CRUSH on Android next week when the iOS version launches (assuming it passes Apple’s review process by then).  Or should I hold most of them for a post-Bombcats explosion of Radiangames (release CRUSH, Slydris, Inferno+, and Ballistic SE at the same time)?  Bombcats will be more technically difficult (due to file size and fixed framerate issues), but the other games should be a couple days each to actually do.

Feel free to give advice in the comments if you’ve been waiting for my releases on Android.  I’m anticipating there being lots of Radiangames releases in the coming month (not just on Google Play), and trying to manage them all is a bigger problem than getting them done.

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