Hit & Pop: Physic Based Bubble Shooter
Jellymobile
$19.00
$49.00
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Date |
Price |
---|---|
Date |
Price($) |
04/20(2020) |
199.99 |
04/22(2020) |
143.0 |
05/04(2020) |
49.0 |
10/20(2020) |
19.0 |
11/21(2024) |
19.0 |
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Hit & Pop is a marvellous game where you will learn to shoot colourful bubbles in order to pass across levels. We've taken a classic bubble shooter, added enjoyable state-of-the-art physics and made the game endless. Your goal is to get as far as you can and collect maximum points. Collect golden coins and buy improvements for your gun and reinforcements in order to get even farther.
THE GUIDE
DEMO
CONTACT
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GAMEPLAY FEATURES
● BUBBLES - all the bubbles obeis physics. When you bump one, it will bounce. When you explode something, all near bubbles will be thrown in different directions. They collides and have accelerations. They can be glued with their neighbors. And also glued with far bubbles by ropes and beams. It makes the gameplay much more interesting then if we have classic bubble shooter gameplay. Also you have different kind of bubbles, and their combinations allows to make more various game experience.
● POWER UPS - power ups (or magic signs as I call them in the game) is a special objects on the level. If player triggers them he takes a special positive effect. Currently there is five power ups and you can put them wherever you want in level layout or you can add special anchors where the power ups can be added randomly.
● MISSIONS - the main goal for the players to go as far as possible and reach the best score. But it may seem boring, so the missions will give them a challenge. Each mission has three tasks which player need to complete to complete the mission. And as soon as he complete it he will get a new one. There is a separate editor for the missions, you can compose them from the tons of customizable tasks.
● OBSTACLES - usually player can bounce his bubbles by hitting them against the walls, but the obstacles allow you to build your own walls wherever you want. Obstacles will make player to look for other trajectories to shoot the bubbles. The level editor allows you to draw obstacles with different forms, to scale them and rotate.
● UPGRADES - when player hit the bubbles, some of them can be thrown down of the screen. That kind of bubbles gives some coins. Player can spend coins for buying upgrades for power ups and the bubble gun. He can add more bubbles at start and use other ways to make his game easier.
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BUBBLES
● COLORED BUBBLE - most common kind of bubbles. All of them have colors that indicates that what kind of bubble can burst it. Also the bubble gun is shooting by exactly this bubbles. But you can setup the gun to shoot by another kind.
● FLOWER - flower is the same bubble as the colored. But it give more score point and coins.
● GLASS - the glass doesn't have a color, so it can be burst be any bubble. And the main idea of this feature, that when it is destroyed, it emits few small glass shards, which can burst some of neighbors.
● STONE - strong bubble that can be destroyed only by explosion.
● LAVA - is the same bubble as the stone, but it is extremely hot, so when it collide other bubble, they are burned.
● BOMB - it looks like a regular colored bubble, but burts with huge explosion. The explosion throws all neighbor bubbles in different directions and destroy some of them.
● PRICKLY BUBBLE - modification of regular bubble. It covered up by prickles, so it can't be burst directly - only if player burst some of neighbors of the same color.
● SUPER BUBBLE - this kind of bubbles is not used for building levels. This is special bubbles which player can used as a bullet for the bubble gun. He need to activate Super Bubble power ups for this. The main difference of this bubble from the colored one, that it can burst any colored bubbles regardless of thier color.
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EXPERIMENTAL BUBBLES
The project has some bubble kinds, which are not used in the demo. You can use them, but I don't know how yet. But in the future updates they will be officially added as playable.
● RAINBOW BUBBLE - the main idea of this is that the colored bubble can have some kind of universal color, that can be matched with any other colored.
● RAINBOW BOMB - sounds like a rainbow kind of the bomb, but it s absolutely another thing. This is a colored bubble, that destroying three random bubbles of the same color after burst.
● ICE - the idea is to create a bubble that will be covered by ice, so player will not see its color. As soon as it will he collided by bubble with right color, it will be burst, otherwise if the color is wrong, the ice will fell and the player will see the right color.
● MAGNET - the bubble that attract the neighbors.
● GRANADE - this is a kind of copy of the bomb bubble, but it doesn't have colors, and was designed to use it as the bubble guns bullet. It will be used in the furute updates as one off boosters.
● BUTTERFLIES - another kind of bullet bubble that was designed for boosters. As soon as it destroyed it emits few butterflies which destroys all the visible fasteners in the level.
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POWER UPS
● BONUS - gives 2X more score point and coins for the next few moves.
● EXTRA BUBBLES - gives few additional bubbles.
● LIFE - when player getting lose, the life gives a chance to continue. It offering to watch a rewarded ads to get few additional bubbles.
● SUPER BUBBLE - gives few super bubbles for the bubble gun. This kind of bubbles allows to burst any of colored bubbles.
● TASK - gives the task whose completion completes the current level immediately. There is three kind of such tasks now: make a combo, burst number of bubbles of certain color and throw down number of bubbles.
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OTHER FEATURES
● LEVEL EDITOR - the project has a powerful level editor. You can create new levels, dublicate them and editing. You can extend the editor by adding new content through the Content editor. The level editor support multiselection editing, so you can select few bubbles and edit them together. There is also possible to view playing statisic right in the editor (how many moves was used to complete this level, how many coins was earned, etc).
● CONTENT EDITOR - content editor is a few editors in real. There is Level Content Editor which allows to create and edit features that is used for building levels (bubbles, obstacles, bubble gun, etc). There is also Store Editor and Missions Editor. All of them works with my own fast serialization system that can encryt important files that must be protected from editing. All the content from these editors works only with non-Unity classes, so it can be easy extend and modified.
● LOCALIZATION EDITOR - powerful localization editor that allows to create supporting for different languages. Localization system at all has a lot of possibilities, you can to provide localization keys right from the code and right from the Unity scene by using special Label components. The localization editor scans the project to get you to know what exactly you need to translate, and what keys can be removed from the project as unused. All the localization stored in text files in Streaming Asstes folder, so you can easy send them to localization team.
● ASSET MANAGER - all the Unity assets that is referenced in Content Editor is stored in Asset Manager. It is very useful. For example, if you made new bubble body and you want to use it the Content Editor, you just drag and drop the prefab into Asset Manager and it will be avaliable in the Content Editor. In the same time it can be use for fast searching. For example, if you want to see all bubble bodies in one place, you just open this editor and you see them.
● UI MANAGER - all the UI is divided by pages and panel. You create panel using Unity UI and build pages from them. It is most flexible way to build UI which I know. It is easy to animate and easy to code. There is special editor where you can build pages from panel. Also you can build paged and popups by code. It is called Composed Pages - you can see it in the game when you open Pause page or when you see some kind of notification popup or error message. You will not find these page in the scene, becuase it is built runtime from prefabs with UI elements.
● INTEGRATIONS EDITOR - all the integrations settings is stored in one encrypted file and can be edited in one place. So if you want, for example, to implement new advertising plugin, you can easy implement it using special interfaces for this. Then to add new integraion in the Integrations Editor. And the new ads will be fully integrated into the project.
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INTEGRATIONS
There is a few plugins that was integrated into the game. All the settings of these integrations can be edited in the Integration Editor.
● GOOGLE ADMOB - advertising network from Google. Interstitial and rewarded ads is used.
● UNITY ADS - advertising network from Unity. Interstitial and rewarded ads is used.
● FAKE ADS - it is not plugin in fact, but it is a kind of advertising too. The main idea is to show offline ads when player is disable internet. Currently it shows just message and action button to disable ads, but in a future it can also be used for cross promotion.
● FLURRY - analytics network. It is useful to know how player plays the game.
● DEBUG ANALYTICS - it collects game statistics, when you play in the Editor. It allows to see level statistics right in the Level Editor.
● UNITY IAP - allow to make In-App Purchases to purchase coins and disable ads. In the integration Editor you can edit IAP items with SKU and product types.