lazy game developer

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Way of Tanks

Way of Tanks

Way of Tanks is a tank runner game with endless gameplay and diverse tracks. Players control a tank using swipes, keyboard buttons, or Apple TV gestures, aiming to cover as much distance as possible without hitting obstacles or dying in boss battles.

The tank can switch lanes, shoot, and even jump over trenches – yes, it’s that kind of modern tank! The game features various power-ups that temporarily enhance the tank’s abilities: agility, super shots, doubling collected coins, or the ability to break through obstacles.

Players can also use coins collected during runs to purchase new tanks or upgrade existing ones. There are four tanks in total, each with unique stats and capabilities.

With the permission of Ogurec Apps, I took on porting Way of Tanks from Java to iOS, tvOS, macOS, Linux, and Web, using my old but familiar and convenient game engine. The game is now ready to be handed over to its owner, though I retain the source code of both the game and the engine.

The game is already available in the browser – Way of Tanks. Hopefully, it will soon appear on the Apple AppStore for iOS, tvOS, and macOS. As for Linux, the decision rests with Ogurec Apps, but I really hope they won’t mind.

Zombies Among Us

Zombies Among Us

Not all zombies are equally useful. Crush them all, but be careful – some zombies aren’t quite ordinary.

The rules are simple: tap a zombie to kill it and use power-ups wisely.

All the artwork was purchased from specialized stock sources. There was nothing unusual during development – I was just making another game.

The only exception was the button. I had to make a change in the engine – adding a new event to the button widget, which was needed for the power-ups. I could have created a specialized widget instead, but I decided that extending the functionality of the standard button would be useful for future projects.

Omo Jump

Omo Jump

One of the early games developed in a small team at Synesis.
It’s a hyper-casual game where the character is controlled with just a single tap on the screen. The player’s task is to tap at the right moment – tap too early, and you lose; too late, and… yep, you lose again.

I can’t recall many details about the game – I’ve forgotten most of them. I do remember there were some issues with the game mechanics. It lacked clarity and transparency for the player, which left mixed impressions overall.

Both the game and the engine were written in C++. It was still the first version of the engine, though already significantly improved.

What I do remember well is that I really liked the character – both the design and the animations. In that regard, the team did an excellent job. The same can’t quite be said about the rest of the game.

Squid Rage

Squid Rage

Simply another clone of Fist of Fury. I really liked the game’s dynamics, style, and animations. Development went smoothly and quickly, and I can’t recall any major issues during the process.

Like most of my other games, this one was created by a small team at Synesis. In-game purchases were not implemented, but the game did include ads – judging by their appearance, they were provided by Chartboost. Coins needed to unlock characters dropped randomly from defeated enemies.

Death Hop

Death Hop

or maybe Death Jump… who remembers these names anymore?

We definitely overcomplicated things – it says Hop on the icon, but Jump in the menu.

A rather interesting hyper-casual game with endless gameplay. I really liked this one – fun mechanics, a nice setting, and good animations for both the character and the platforms he hops on.

The rules are simple – you know the drill: tap the screen at the right time, collect the red-and-yellow soul orbs – they’re needed to respawn.

Both the engine and the game were written in C++. It was made by a small team at Synesis. If I remember correctly, there were no real difficulties during development – everything went smoothly and quickly. That’s how it usually goes when you actually like the game you’re making.

By the way, this game would have worked perfectly on Android TV and Apple TV in landscape orientation. I’m pretty sure I even created builds for tvOS and Android TV at some point.

It seems the game now only survives on my iPhone and Android devices.

Rolling Balz - Ice Cold Beer

Rolling Balz

Another classic arcade-style game inspired by bar machines often found in pubs to entertain tipsy visitors.

The original arcade game – Ice Cold Beer, developed by the well-known Japanese company Taito in 1983, served as the main source of inspiration.

The player’s goal is to roll a ball into a specific hole on the playfield. To do this, the player controls a horizontal bar holding the ball using two levers connected to the edges of the bar. Tilting the bar left or right allows the player to guide the ball to the desired location.

This was one of the last games I developed together with a great team at Synesis.

The game was built on a new, reworked engine, which fixed issues from the previous version and introduced an updated API. Box2D was used for physics simulation, although it wasn’t strictly necessary given the simplicity of the gameplay.

I also created a test build for Android TV and Apple TV, designed for gamepads with dual analog sticks. Unfortunately, such controllers are quite rare on these platforms, so the TV versions were never released.

Easy Solitaire

Solitaire

A classic solitaire game. At the moment, only the latest version is available – it features improved graphics, animations, and two dealing modes: draw one or draw three cards.

This solitaire was the first game I created at Synesis, using the very first version of our engine. You could say it was a real-world test of the engine’s capabilities.

The graphics, animations, and sound effects were handled by the rest of the development team.
The game supports both landscape and portrait orientations, and the layout switches automatically when the device is rotated, regardless of the current game mode.

Solitaire saves the player’s current progress, so you can pause the game and continue at any time.

The game also allows you to customize the appearance of the cards and the table. It keeps a full history of moves that can be undone at any point. Naturally, double-tapping cards works as expected. And if a player gets stuck, there are hints available to help them out.

Flawless Hit - stacker casual game

Flawless Hit

The first attempt to create a classic stacker game in an isometric projection was made at Synesis. The custom engine and game code, written in C++, allowed the game to run on multiple platforms simultaneously – Android, Android TV, iOS, and Apple TV. Development was done on macOS, so the game also ran perfectly on macOS. The engine even allowed the game to run on Windows.

This game belongs to the category of my creations that I’ve enjoyed playing for many years.

Snow Swords

I worked on the engine and game code while at Synesis. Graphics, music, animations, and all other non-programming aspects were handled by other talented specialists.

I can’t go into full detail about the development process or the internal structure of the engine and game. Both the game and the engine – as well as the toolchain needed to build the game – were written in C++.

The development process itself was similar to most casual games: we chose the game concept, the artist/designer created sketches, and we approved them together. Animators and integrators then got involved, while I focused on writing the game code and, when necessary, refining the engine.
Everything was then combined into a single project, resulting in a game for iOS and Android.