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Found 297 results

  1. Hello everyone, I want to present you my game, "Ball Fighters". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  2. Mobile screen touch controls

    Hello, I would like to know if it is possible to have screen touch controls on mobile instead of the buttons? In my game i tried having buttons to jump and it functioned correctly... however I am looking for a way to make my character jump wherever we actually touch the screen and not just one specific button. is that possible? Also is it possible to have movement controls such as the attached in Phaser? is this a good example: Thank you!
  3. Hi All, I just released my new game Blassty. It is really fun and addictive puzzle game. I made the game using Phaser Game Framework and wrapped into apk using Cocoon. It is totally free. No ads or something. Gameplay: You need to connect at least 3 blocks to pop them up in 4x4 grid. I hope you enjoy Blassty Google Play Link:
  4. Hello everyone, I want to present you my game, "Jumping Ninjas Deluxe". Gameplay preview on youtube: Play the game online now: Available on google play store: More games available on my website: This game is available for licensing.. If you are interested, please contact me via email! ; -) Best regards, Kyriakos
  5. [ANDROID] Chip Chip Crap

    Hello world! Just realeased my first Phaser + Cocoon game. It is really a basic starter (side-)project but I'm quite happy how it came out. I plan to continue upgrading things so I'd really appreciate any suggestion/feedback. Hope you give it a try! Have a great day!
  6. [Phaser] Baked Donuts

    Hello, This is my new game. Any feedback would be greatly appreciated! Google Play: Baked Donuts YouTube: Baked Donuts
  7. Hi, I have a problem with a phaser android game, build with Phonegap, in the android 4.4.2 version, the canvas is showed in the middle of the phone screen, showing the rest of the screen in black. You can move this canvas to position 0,0 after the screen is showed. In other android versions this does not happen. The game is shown in landscape mode, but in portrait mode the same thing happens. I add a screenshot of the game to show this problem. I appreciate any help. The android game is published in Thanks in advance. Greetings.
  8. Hi indie developer friends You already published a game in Google playstore? Then you know the pain of updating the store information in all different languages. As a start, we published a small tool for translating and creating the release notes automatically. We often used terms like “Bugfixes”, “Performance updates” on each release for all languages. Now you can provide more information (up to 500 characters per language) and hopefully get more downloads with better ASO. Just try it here:
  9. [Phaser] Infinite Chinese

    Hi all, I’ve been working on a mobile game that teaches you basic vocabulary. I released 2 languages a few months back and have got a lot of positive feedback, so I have just recently added more languages, including Chinese! What this game does that separates it from other educational games is that it’s built from the ground up as a game first, meaning that it plays just like a fun and quick mobile game. Another goal I had is that when you close it, you will actually remember the words that you learned outside of it’s context. It seems obvious that an educational app would have this “feature” but I’ve had issues with a lot of apps that I’ve used before where if someone quizzes me on the content within the app when I’m not playing it, I can barely recall anything. Check it out and let me know what you think! Chinese: Spanish: French: German: iOS versions will be released next month
  10. [Pixi] - an original real-time multiplayer game with funny flying creatures (birds, cats, pigs, bees, mix...) Play now Made with Pixi.js, Node.js Also available on Android. Thanks for testing! __ is a multiplayer game where you control a piaf. By moving, dashing around and eating small food pellets, you can grow larger and larger until you are the biggest piaf on the server! Features and How to play1. Attack or defend yourself by using your Balls and Rings - each Dash temporarily makes you untouchable, deactivate one Ball and creates a killable Ring! 2. Grab and eat up to 3 piafs smaller than you. You slowly absorb the mass of the eaten piafs but they can dash out of your body after a few seconds.3. Customize your skin to your taste, then show yourself to the world
  11. Garo Android App

    Garo is an addictive free indie game for Android devices. Garo is Make with Phaser Framework and Build with Cordova for Android Devices. The Game is Released and Published for free over Google PlayStore -> or over Try to collect as many coins as possible in 3 minutes. They have to pay attention to different points in order not to lose the game. Fog, airplanes and the time are only a few points that await you as a challenge. You need skill for the game and strong nerves! Feedback?
  12. Phaser/Cordova/Webpack(ES6)

    I created a quickstart application that I hope would be useful to some of you. It is a Phaser 2.8.8 quick start application that incorporates Webpack (ES6), and Cordova. It supports iOS and Android out of the box, along with all default Phaser supported web browsers. The code is on Github and is licensed under Apache V2. Enjoy!
  13. Hi everybody, To thank the users of this forum who helped me a lot, i put my template available to help new beginners or someone else. This template offers : correct scaling without stretching effect portrait mode (for landscape mode you must invert width and height) works with cocoon in webview+ and canvas+ mode (deviceready implemented) upload the file in and run it. NOTICE for canvas+, avoid this syntax, that don't work in canvas+, in webview and webview+ no problem let variable; const anothervariable; var myFunc=()=>{} and prefer this: var variable; var myFunc = function(){}; simple example with prototype and inheritance use the states (i personnaly put all the states in a single file but you can quite put them in separate files, it's necessary to inform them in index.html eg: <script src="src/otherfile.js"></script> This template is based on : and how to adjust the scale is based on: Now my template for the beginners , index.html <!DOCTYPE html> <html> <head> <meta charset="utf-8" /> <title>example_test_scale</title> <link rel="shortcut icon" href="favicon.png" type="image/x-icon" /> <style> body { margin: auto; display: table; position: absolute; border:0px; top: 0px; left: 0px; padding: 0; margin: 0; background: #ffff00 } </style> <!--necessary for cocoon.js--> <script src="cordova.js"></script> <script src="src/phaser.js"></script> <script src="src/main.js"></script> </head> <body> </body> <script> document.addEventListener("deviceready", function() { setTimeout(function() { navigator.splashscreen.hide(); }, 5000, false); }); (function() { //start with a game with these resolution : 1280-1920 // personnaly i find it offers the best graphics for all devices but may slow some devices. // after put a safe zone //1280+200 > 1480 //1920 +350 > 2270 (350 is 200*1.5 > ratio from 1920/1280) var safe_zone_width=1480; var safe_zone_height=2270; var w = window.innerWidth ;//* pixelRatio, var h = window.innerHeight ;//* pixelRatio; var lw, lh; if ( h > w ) { lw = h; lh = w; } else { lw = w; lh = h; } var aspect_ratio_device = lw/lh; var aspect_ratio_safe_zone = safe_zone_height / safe_zone_width; var extra_height = 0, extra_width = 0; if (aspect_ratio_safe_zone < aspect_ratio_device) { // have to add game pixels horizontally in order to fill the device screen extra_height = aspect_ratio_device * safe_zone_width - safe_zone_height; } else { // have to add game pixels vertically extra_width = safe_zone_height / aspect_ratio_device - safe_zone_width; } game = new Phaser.Game( safe_zone_width + extra_width, safe_zone_height + extra_height, Phaser.CANVAS, 'game'); game.state.add('boot', boot); game.state.add('preloader', preloader); game.state.add('the_game', the_game); game.state.add('next_screen', next_screen); game.state.start('boot'); })(); </script> </html> my main.js //initialize variables here var test="1...2...3"; var text="hello from sprite"; //example of prototype => a simple sprite _sprite = function(game,posx,posy,picture){ this.picture=picture, this.posx=posx; this.posy=posy; //call the class sprite from Phaser,game,this.posx,this.posy,this.picture); this.anchor.setTo(0.5,0.5); game.add.existing(this); }; _sprite.prototype=Object.create(Phaser.Sprite.prototype); // say hello from sprite _sprite.prototype.say_hello=function(){ alert(text); }; //use another prototype but with the previous parameter from _sprite, it's inheritance _super_sprite=function(game,posx,posy,picture,super_power){ //call the first prototype,game,posx,posy,picture); this.super_power=super_power; this.scale.setTo(2,2); }; _super_sprite.prototype=Object.create(_sprite.prototype); // add a new characteritic to this prototype _super_sprite.prototype.show_super_power=function(){ alert(this.super_power); }; var boot = { preload: function() { }, create: function() { //to scale the game = Phaser.ScaleManager.SHOW_ALL; = true; = true; //red color to see the background of the game itself // you must change the background in the index.html to have the same color in the background game // > change the yellow in red it's only to see how the game is scalling = '#ff4000';;'preloader'); }, }; var preloader = { preload: function() { this.load.image('green_circle', 'img/green_circle.png'); this.load.image('white_circle', 'img/white_circle.png'); }, create: function() {'the_game'); //do not use arrow function like this var some_function=()=>{alert(test)} //it works on webview+ mode but not on canvas mode var some_function=function(){ alert(test); }; some_function(); } }; var the_game = { create: function(){ //to center an object in your game use this: this.green_circle = this.add.sprite(,,'green_circle'); this.green_circle.anchor.setTo(0.5,0.5);;,function(){'next_screen');},this); //use prototype => sprite with white_circle this.white_circle=new _sprite(game,,1800,'white_circle');,function(){this.white_circle.say_hello();},this); //use another prototype with inheritance this.super_white_circle=new _super_sprite(game,,1500,'white_circle','i am superman');,function(){this.super_white_circle.show_super_power();},this);,function(){this.super_white_circle.say_hello();},this); }, }; //for the next screen => next state, the green_circle move to top and alpha is minder var next_screen = { create: function(){ console.log("next"); this.green_circle = this.add.sprite(,300,'green_circle'); this.green_circle.anchor.setTo(0.5,0.5); this.green_circle.alpha=0.5;; }, }; And finally you could download all the template below( To launch the app, go to template/www/index.html or upload the file in and run it. Enjoy ! ps liste of tools i use : image editor => vector image => font to image => convert music to ogg => reduce png => particle editor => text editor the best => plugin with nvim : Plug 'scrooloose/nerdtree' Plug 'morhetz/gruvbox' Plug 'Shougo/deoplete.nvim', { 'do': ':UpdateRemotePlugins' } Plug 'Raimondi/delimitMate' Plug 'rhysd/github-complete.vim' Plug 'easymotion/vim-easymotion' Plug 'terryma/vim-multiple-cursors' Plug 'vim-syntastic/syntastic' Plug 'kien/ctrlp.vim' Plug 'majutsushi/tagbar' Plug 'pangloss/vim-javascript' Plug 'vim-scripts/indenthtml.vim' Plug 'walm/jshint.vim' syntax style correct => colorscheme => os : awesome wm on linux with zsh an interesting link to review the basis from javascript in 5 minutes >
  14. Deploying games to Android.

    Hi Guys, I'm new to html 5 game development but not new to programming, I picked phaser over other tools such as unity because I like to code more than fighting with the UI for making simple 2d games. When it came to deployment to Android, the performance was terrible. I wrapped it using plain Cordova(not cocoon or phone gap) I understand that the game will then use WebView provided by the phone, so that means the performance will vary across devices. On my note 4, the game worked fine but on my s3 it was terribly slow. I searched everywhere on the web on how to deploy html5 games to Android and people have been suggesting either phone gap(performance sucks on this) or which basically packages WebView+ or Canvas+ which are suppose to improve performance and is developed specifically for games but requires payment for apps more than 50mb. Does that mean we are stuck using if the games I develop are more than 50mb and I want them to perform reasonably well? All I wanted was to develop couple of small games and ship them on Android to test the waters and not have to pay for it. Unity is free until the 100k revenue mark and now I'm thinking of moving to Unity just because it makes deployment slightly better than deploying html5/js games. Also I'm not sure about'sfuture, if for some reason they decide to pull the plug on it, then that would be just terrible for developers who are using html5/js to develop games. In short - Are we stuck using if we want our games to perform well? Thanks and I apologize if it sounded like a rant, I'm just frustrated because of this whole deployment issue.
  15. WildCowboy

    Hello, game devs I created my first game WildCowboy with Phaser.js. This game is interpretation classic Sokoban. Game include 60 classic levels. I will be glad to hear your opinion and comments links: Web: Android: Google Play Regards.
  16. Development of games for Android?

    Who knows examples of successful games for android and suitable phaser framework for this?
  17. Looking for feedback for new game available at the moment on 3 platforms: Android Facebook Done with Phaser, includes sharing integration, FB invites, Firebase integration (not working on Android - please take a look, LocalStorage, AdMob as ads and in-app purchases included also at the end wrapped with Cocoon.
  18. [Phaser] Truck Reign

    Hello, This game was made with Phaser framework, P2 Physics, Howler.js, localForage, phaser-ads plugin and wrapped with CocoonJS Google Play: Truck Reign YouTube: Truck Reign Any feedback would be greatly appreciated!
  19. Phaser Game Lag In Mobile

    Hi, I am new to phaser as well as game designing. I created my first game as hobby using phaser. it is working fine in desktop but lags very bad on mobile devices. Images I am using for game is very small. game is smaller that 2mb. I am attaching my main.js file hope someone can help me. thanks var buttetSpwanSpeed; var bulletSpeed; var enemySpwanSpeed; var enemySpeed; var golis; var enemies; var enemyLoop; var scoreText; var powers; var bulletSize; setStart(); //game phaser var game=new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.CANVAS,"gamearea"); var BootState={ //loding accets preload: function(){ this.load.image('LodingScreen', 'assets/desimulga.png'); this.load.image('background', 'assets/blue.png'); }, create: function(){ game.state.start("LoadingState"); }, }; var LoadingState={ //loding acc preload: function(){,0,600,300,'background'); bg.height = game.height; bg.width = game.width;,,'LodingScreen'); LodingScreen.anchor.setTo(0.5); LodingScreen.scale.setTo(0.5,0.5); this.load.image('spaceship', 'assets/player.png'); this.load.image('goli', 'assets/bullet.png'); //load ememies this.load.image('enemy1', 'assets/enemies/enemy1.png'); this.load.image('enemy2', 'assets/enemies/enemy2.png'); this.load.image('enemy3', 'assets/enemies/enemy3.png'); this.load.image('enemy4', 'assets/enemies/enemy4.png'); this.load.image('enemy5', 'assets/enemies/enemy5.png'); this.load.spritesheet('power1', 'assets/power/bulletUp.png',34,33,4); this.load.image('restart', 'assets/restart.png'); this.load.spritesheet('blast', 'assets/explosion.png',400,400,8);'fire', 'assets/music/bullet.mp3');'killed', 'assets/music/killed.mp3'); //'bg_music', 'assets/music/background.mp3');'death_music', 'assets/music/death.mp3');'start_music', 'assets/music/start.mp3'); }, create: function(){ * 2, function(){ bg.kill(); LodingScreen.kill(); game.state.start("PreGameState"); },this); }, }; var PreGameState={ //loding accets create: function(){ game.scale.refresh();,0,600,300,'background'); bg.height = game.height; bg.width = game.width;,, 'TAP TO START' , { fontSize: '32px', fill: 'yellow' }); Startb.anchor.setTo(0.5); Startb.scale.setTo(0.5,0.5);,*0.4,'spaceship'); ship.scale.setTo(0.4); ship.anchor.setTo(0.5); game.physics.arcade.enable(ship); bg.inputEnabled=true; start_music ='start_music'); start_music.allowMultiple = true; start_music.addMarker('start_music', 0, 30);{ bg.inputEnabled=false; Startb.kill();"start_music"); // game.physics.arcade.moveToXY(ship,,*0.8, 300, 3000); // game.add.tween(ship).to( { y:*0.8 }, 3000, Phaser.Easing.Sinusoidal.InOut, true); var tween = game.add.tween(ship).to({ x: [,*0,,], y: [*0.4,*0.5,*0.6,*0.8], }, 2000,Phaser.Easing.Quadratic.Out, true).interpolation(function(v, k){ return Phaser.Math.bezierInterpolation(v, k); }); * 2, function() { bg.kill(); ship.kill(); game.state.start("GameState"); } ,this); }, this); }, }; var GameState={ //loding accets preload: function(){ }, create: function(){ //background,0,600,300,'background'); this.background.height = game.height; this.background.width = game.width; this.background.inputEnabled=true; this.background.input.enableDrag(true); this.background.input.startDrag = function(pointer) { pointer.shipStart = new Phaser.Point(GameState.ship.x, GameState.ship.y);, pointer); }; this.background.input.updateDrag = function(pointer) { GameState.ship.x = pointer.shipStart.x - pointer.positionDown.x + pointer.x; GameState.ship.y = pointer.shipStart.y - pointer.positionDown.y + pointer.y; GameState.background.x=0; GameState.background.y=0; }; //ship,*0.8,'spaceship'); this.ship.scale.setTo(0.4); this.ship.anchor.setTo(0.5); game.physics.arcade.enable(this.ship); // this.ship.inputEnabled=true; // this.ship.input.enableDrag(true); //score this.scoreText =, 16, 'Kills: 0', { fontSize: '32px', fill: '#fff' }); //background Music // music ='bg_music'); //'', 0, 1, true); //bullet sound bullet_sound ='fire'); bullet_sound.allowMultiple = true; bullet_sound.volume=0.5; bullet_sound.addMarker('fire', 0, 0.5); //Killed sound killed_sound ='killed'); killed_sound.allowMultiple = true; killed_sound.addMarker('killed', 0, 0.5); //death music death_music ='death_music'); death_music.allowMultiple = true; death_music.addMarker('death_music', 0, 10); //groups of bullets and enemies;;; //fire bullet loop*1/buttetSpwanSpeed, fireBullet, this); //, this); //create ememy loop*1/enemySpwanSpeed, createEnemy, this); //change ememy speed and enemy spwan speed loop*1.5, changeEnemySpeed, this); //give powerup*20, powerFun, this); }, update: function(){ //scrolling background this.background.tilePosition.y+=2; //keybord control if (game.input.keyboard.isDown(Phaser.Keyboard.UP)) { this.ship.y-=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.DOWN)) { this.ship.y+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.RIGHT)) { this.ship.x+=2; } if (game.input.keyboard.isDown(Phaser.Keyboard.LEFT)) { this.ship.x-=2; } //dont go out if(this.ship.y<0+this.ship.height/2) { this.ship.y=0+this.ship.height/2; } if(this.ship.y> {; } if(this.ship.x<0+this.ship.width/2) { this.ship.x=0+this.ship.width/2; } if(this.ship.x> {; } //check for collisions game.physics.arcade.overlap(golis,enemies,b_e_collide,null,this); game.physics.arcade.overlap(this.ship,enemies,s_e_collide,null,this); game.physics.arcade.overlap(this.ship,powers,s_power1_collide,null,this); }, }; //setting start game conditions function setStart(){ buttetSpwanSpeed=2; bulletSpeed=2000; enemySpwanSpeed=1; enemySpeed=300; score=0; bulletSize=1.2 } //fire bullet function function fireBullet(){,this.ship.y-this.ship.height/2,'goli'); goli.anchor.setTo(0.5); goli.scale.setTo(bulletSize,1); goli.checkWorldBounds = true; goli.outOfBoundsKill = true; //adding to group golis.add(goli);; game.physics.arcade.enable(goli); goli.body.collisonWorldBounds=true; goli.body.velocity.y=-bulletSpeed;"fire"); } //create enemy function function createEnemy(){ enemyNo=game.rnd.integerInRange(1, 5); x1=game.rnd.integerInRange(0,; x2=game.rnd.integerInRange(0,;,10,'enemy'+enemyNo); enemy.anchor.setTo(0.5); enemy.scale.setTo(0.4); enemy.checkWorldBounds = true; enemies.add(enemy); enemy.outOfBoundsKill = true; game.physics.arcade.enable(enemy); enemy.body.collisonWorldBounds=true; enemy.angle=90;; //moving enemy angleRedian=game.physics.arcade.moveToXY(enemy, x2,, enemySpeed,0); angleDegree=angleRedian*57.2958; enemy.angle=90+angleDegree; } //runs when bullet collide to enemy function b_e_collide(goli,enemy){ //blast,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion');'explosion',30,false,true); //killing goli.kill(); enemy.kill(); //update scores if(<4) { score+=1;'killed'); } this.scoreText.text = 'Kills: ' + score; } //runs when ship collide to enemy function s_e_collide(ship,enemy){,enemy.y,'blast'); blast.anchor.setTo(0.5); blast.scale.setTo(0.5); var explosion=blast.animations.add('explosion');'explosion',10,false,true); ship.kill(); enemy.kill(); //music.stop(); this.scoreText.kill();"death_music");; * 2, function() { fianlScore =,, 'KILL: '+score, { fontSize: '32px', fill: 'yellow' }); fianlScore.anchor.setTo(0.5); gameOverText =, - fianlScore.height, 'GAME OVER', { fontSize: '32px', fill: 'red' }); gameOverText.anchor.setTo(0.5); //restart button, + fianlScore.height+10,'restart'); restart.anchor.setTo(0.5); restart.scale.setTo(0.05,0.05); restart.inputEnabled = true;, this);; }, this); } //runs when ship collide power1 function s_power1_collide(ship,power){ power.kill();;*1/10, fireBullet, this); * 10, function(){;*1/buttetSpwanSpeed, fireBullet, this); },this); } function changeEnemySpeed() { if(enemySpeed<=900) { enemySpeed+=5; } if(enemySpwanSpeed<=3) { enemySpwanSpeed+=0.025; } enemyLoop.delay=Phaser.Timer.SECOND*1/enemySpwanSpeed; } //send power up function powerFun() { x1=game.rnd.integerInRange(0,; x2=game.rnd.integerInRange(0,;,10,'power1'); power.anchor.setTo(0.5); var shine=power.animations.add('shine');'shine',5,true,true); power.checkWorldBounds = true; power.outOfBoundsKill = true; powers.add(power); game.physics.arcade.enable(power); power.body.collisonWorldBounds=true; game.physics.arcade.moveToXY(power, x2,, 400,0); powerDelay=game.rnd.integerInRange(20,35); powerUp.delay=Phaser.Timer.SECOND*powerDelay; } function restartGame(){ setStart();; game.state.start("PreGameState"); } game.state.add("GameState",GameState); game.state.add("BootState",BootState); game.state.add("LoadingState",LoadingState); game.state.add("PreGameState",PreGameState); game.state.start("BootState"); main.js
  20. Flappy Pong

    Hello everyone, I'm very glad that I can show you my game called Flappy Pong. Its a little mix up of flappy bird and classic pong. In simple words - you have to bounce the ball. Everything with beautiful changing colors! Get it on play store: Click Here PS. I'm aware that at the start there may be some light freeze - its due to the loading banner from admob(Still trying to figure it out, maybe someone have some solution?). Tell me your opinions
  21. Impossible Snake is a game I've been working on (see posts here and here) and it's now available on the Android playstore. Impossible Snake on Android Store: Impossible Snake on kongregate - Impossible Snake on newgrounds - It is a one-button game, meaning that you control the snake with only single taps on the screen. Every time you tap the snake will toggle between turning clockwise and counter-clockwise. Eat all apples to complete a level, the last three levels are almost impossible.. almost. There is also a VS multiplayer mode, where 2 players can compete on the same device. Player one taps on the top half and player two taps on the bottom half to control their snake. Eat the most apples to win.
  22. Hi, found issue with normal map on some android devices. PG. It gets corrupted and looks like it is related to light, as changing the light type, changes artefact types. Device: Galaxy S5 mini OS: Android 4.4.2 Browser: Chrome 50.0.2661.89 Webgl: {vendor: "ARM", renderer: "Mali-400 MP", version: "WebGL 1.0 (OpenGL ES 2.0 Chromium)"}
  23. Hi, I have issue that elements created with createInstance sometimes don't show up on screen but exist in memory. I managed to make small PG to show issue. There 2 objects are initialised on click. On first click both instances appear but on next one only second instance appear, after many clicks all instances appear. Sometimes helps to change camera angle to see all meshes. Device: Galaxy S4 OS: Android 4.4.2 Browser: Chrome 59.0.3071.125 I have seen similar issue also on desktop devices, that instanced meshes disappear and appear back on camera rotation, but that I couldn't reproduce in PG yet.
  24. Fluffy Bounce - A unicorn tale

    Hi, your job in fluffy bounce is to save all sweets from falling down. To do so, just move the unicorn to the corresponding point, so that tha sweet can bounce back up. The game was made with HTML5 and compiled to android and ios using Ludei's CocoonIO. Download The game is available for iOS and Android so far. Download it for free below. iTunes: Google Play: HTML5: Promo Video
  25. Sweet Candy Slide

    Hi! Yesterday my new game Sweet Candy Slide was released. It's made with HTML5 and compiled to Android and iOS using Ludei's CocoonIO. Your job is to collect the sweets coming down from the slide into the accurate basket. You can change the basket by tapping the screen. Any feedback is appreciated! Download Please find the download links below. It's free iTunes: Google Play: