Mummy Panic
Itunes Link:
itms://itunes.apple.com/us/app/mummy-panic/id377338029?mt=8
Website:
http://www.porblem.com
Gameplay Tutorial:
| Get the Video Plugin |
This is the first game I'm releasing for the iphone, designed pretty much exclusively with cocos2d, which has been absolutely invaluable to me. First the game, and at the end of the post a few thoughts about using cocos2d in development.
Mummy Panic is a challenging puzzle game in which you must guide your mummies through tricky levels into open crates, avoiding the dastardly Explorers and deadly traps.

Set in an imaginary Egyptian Pyramid, the poor mummies have lost their Mommy to the thieving explorers, and must hitch a ride to the Royal Museum to get her back. But how to get there without being caught by the explorers? As luck would have it, the explorers have left a bunch of their crates full of loot open, so if the mummies can just sneak into the crates, they should be well on their way in their adventure..

FEATURES:
Completely original Artwork and Music in classic 16 bit style. Not just a ported Flash game, Mummy Panic is the product of 10 months of hard work specifically for the Iphone. Each Sprite is is the result of over 500 hours of animation.

Tricky Puzzles, but with class. This is no simplistic online diversion. Each level has been carefully crafted to present both character and style, as well as a brain teasing challenge. 50+ levels in the initial release.

Engaging Characters: For a puzzle game, Mummy Panic goes above and beyond the call of duty. With fresh and living characters, designed by award winning artist John Montgomery, you get some personality with your puzzles.

Thoughts on Developing for cocos2D
Originally I wasn't planning on using cocos2d for this game, but I'm glad I stumbled upon it. While I did end up writing custom classes for pretty much all the computation intensive movement or thinking code, the cocos2d classes did make it easier to build temporary classes as placeholders when working on various other areas of the code, and still be able to see the game run. Also some areas of code, where computation wasn't as intense, allowed for simple plug and play of various cocos2d actions or classes. I've also been impressed with the constant improvements of cocos2d's speed and stability, I can't think of a library I'd rather recommend to another developer as long as the current state of things continues.
I have a few custom classes I've developed that I think might come in handy for other developers, I'll see if I can clean them up and either upload them to the forums or add them to the main trunk, depending on just how horribly hacked they are :) All in all, thank you to all my fellow developers for making cocos2d such an amazing library, and I hope someone enjoys my game :)
Additional Hoooopla
More Images:






Thanks for reading, and good luck on all of your games!

