Sealife Scramble is a 2d sidescroller made in Unity3d for iOS and Android. Same as my previous project Stix this game was made alongside a small indie team called Big Red Planet. I was the game designer and programmer for this title.
In Sealife Scramble you take the role as a Seahorse swimming for his life as he’s chased by a big, evil, mechanical creature. If the creature catches you, then it’s game over. Along the swimming route is different obstacles, like mines, torpodoes, and squids. If you collide with an obstacle you’ll be placed in a panic mode which slows you down, and makes the creature slowly catch up to you. The goal is to beat your Facebook friends highscore by swimming the furthest.
Facebook has been integrated using the Unity Facebook SDK. Thus allowing users to log into their Facebook account and compete against their friends. And if the user doesn’t currently have any friends playing the game, then there’s the option of sending an app request to chosen friends.
When developing Sealife Scramble we found it necessary to implement our own database solution. In doing so we used the Parse for Unity SDK, which easily integrated into both Android and iOS. When logging into Facebook, users would automatically be logged into Parse using their Facebook autherization. This would make sure that a user’s Parse account would be correctly associated to their Facebook account. Which was important when querying for highscores which only included a certain user’s Facebook friends.
At the end of the first development iteration we wanted to experiment with rewarded video ads. So we downloaded Unity ads and integrated it into the project. Whenever a user was caught by the creature, the user would be presented with the option to view a video ad to escape the creature and keep on playing. Thus allowing a user to get a higher score by viewing an ad.