We've started a giveaway campaign for "Flow Match"
It'll end on the 20th of September.
5 lucky people will be granted free steam key of the game.
To participate visit this link from our website:
http://antar-soft.com/blog/flow-match-steam-keys-giveaway
Steam Keys Giveaway
Hey
We've started a giveaway campaign for "Flow Match"
It'll end on the 20th of September.
5 lucky people will be granted free steam key of the game.
To participate visit this link:
http://bit.ly/2cWayAi
Release delayed
Hi
I'm sorry but due to an issue that happened just now in steam while pushing the game online, the release will postponed for 2-3 days.
Game looks whole lot better not to mention the leader board addition will spice up the competition.
Thanks and sorry for the inconvenience.
:D
Enhanced version on release
Hey
I'm working with my friend on enhancing the game in general in terms of visuals and smooth gameplay.
So the game will be released with new style and visual effects which will add up a good value to the atmosphere.
Screenshots and new trailer will be posted prior to the release.
:D
History of "Flow Match"
Hey
I'd like to share with you the history of "Flow Match" even though it's a simple game but it was my first full game not to mention my own full game that got accepted into steam.
I've already published a game on steam "Deer Man" which was a great experience too.
"Flow Match" started as a testing prototype when I was learning how to use some advanced utilities on Unity and mixing different ideas and techniques I've decided to make it a mini game with flat 2D images.
Then I've found out that I can make different levels with complex arrangements in which I've managed to create 4 levels of the so called mini-game.
After that I've decided to setup a full development documentation to make it a full game and only then I started to shuffle titles.
"Current Flow", "Static Line", "Color Flow" where the initial titles and then I settled on "Flow Match" cause you know, you have to arrange the cubes in a way that the color from the start cube will flow and connect to the last cube.
By then I was already developing 8 levels and I've decided to turn it into a 3D enthronement game.
By the time I've made around 9 levels in which it gets more difficult there was no point of adding more, cause it'll become boring and just difficult.
At that I've setup a different flow for the game, I've made it as phases and in each phase you have the same concept but a different gameplay.
I don't want to tell all the features of the game ːsteammockingː
But it has several gameplays in which it adds up the fun factor -from my point of view :) -
The game has tiny emotional story that unfolds along the gameplay, yes cubes have emotions.
Last but not least I had to add soundtrack to the game and I've found this talented guy from Canada who makes some good music, his name is "Ross Bugden" and this is his youtube channel:
https://www.youtube.com/channel/UCQKGLOK2FqmVgVwYferltKQ
History of "Flow Match"
Hey
I'd like to share with you the history of "Flow Match" even though it's a simple game but it was my first full game not to mention my own full game that got accepted into steam.
I've already published a game on steam "Deer Man" which was a great experience too.
"Flow Match" started as a testing prototype when I was learning how to use some advanced utilities on Unity and mixing different ideas and techniques I've decided to make it a mini game with flat 2D images.
Then I've found out that I can make different levels with complex arrangements in which I've managed to create 4 levels of the so called mini-game.
After that I've decided to setup a full development documentation to make it a full game and only then I started to shuffle titles.
"Current Flow", "Static Line", "Color Flow" where the initial titles and then I settled on "Flow Match" cause you know, you have to arrange the cubes in a way that the color from the start cube will flow and connect to the last cube.
By then I was already developing 8 levels and I've decided to turn it into a 3D enthronement game.
By the time I've made around 9 levels in which it gets more difficult there was no point of adding more, cause it'll become boring and just difficult.
At that I've setup a different flow for the game, I've made it as phases and in each phase you have the same concept but a different gameplay.
I don't want to tell all the features of the game ːsteammockingː
But it has several gameplays in which it adds up the fun factor -from my point of view :) -
The game has tiny emotional story that unfolds along the gameplay, yes cubes have emotions.
Last but not least I had to add soundtrack to the game and I've found this talented guy from Canada who makes some good music, his name is "Ross Bugden" and this is his youtube channel:
https://www.youtube.com/channel/UCQKGLOK2FqmVgVwYferltKQ
Thanks for all the support and for any other information you can visit my website:
http://www.antar-soft.com
Cool tweaks incoming
Hey
The steam version of the game is going to be a bit different than the older versions, and will include some gameplay tweaks and visuals along with UI changes and not to forget adding achievements.