Volleyball with nothing but smashes! Flick your player into the air, and when the timing is right, tap the screen to send the ball flying!
Currently available for Windows Phone with more platforms in the works.
Download the game today for Windows for (7.5 or greater): Windowsphone.com
Having finished and released version 1.1 of Swipe Tap Smash earlier this month, I've been taking it a bit easier the last few weeks. But in that time I did manage to get come work done.
I started thinking about promoting the game a bit, and it seems like having a website is kind of required. I thought IndieDB and the Facebook page would be enough, but people tend to expect an official game website as well.
So I created a really simple "landing page" which contains all the basics (trailer, screens, etc) plus links to the more active communities surrounding the game: Facebook and IndieDB.
I haven't done much web development in many years, so I would love to get any feedback you have! Just leave it in the comments below.
Something I have been planning for some time is a "Trick Attack" mode for Swipe Tap Smash. The concept is pretty simple: everything you do in the game is given a point value. A jump might be worth 5 points, and a spike worth 10 points. The goal is to get as high a score as possible, by combining many "moves" together, in order to get a high score.
It may sound like an odd mode for a sports game, but it is actually one of the best parts of Swipe Tap Smash. It is born out of my endless hours playing the game during development, where I got so good, that I started giving myself challenges to keep things interesting: hit the ball at its peak height, bounce the ball off the net once before spiking it, do 5 jumps before a spike, and so on. Awarding points and keeping track of score is just a natural evolution of that.
Here's what that looks like in its current state:
The different numbers you see popping up during gameplay are the points awarded for each move. At the end of the turn, a summary screen is shown, and a final score is calculated. That final score is based on how many of each move was performed and a multiplier is given for the number of unique moves performed.
There is a still a bit of work to do, but most of the work is done.