This app was mentioned in 2 comments, with an average of 5.00 upvotes
Well, the music is just royalty free stuff purchased from pond5.com. They have a really amazing selection of quality, affordable tracks. That's also where I got all the music for <strong>Bean Boy</strong>. Most of the game's sounds come from there as well.
The art was really simple too. Everything is basically just modifications of cubes and other simple shapes. Textures are super low-res with point sampling to give it that pixelated look. <strong>Here is a screenshot</strong> of all the environment geometry. The procedural algorithms just grab this stuff, snap it into place wherever it's needed, and voila...instant little world. Not wholly different from how any tile-based 2d game would construct its world from simpler parts.
Each piece of geo that's grabbed is assigned a little update function that executes each frame. This is what controls all the motion of the obstacles.
It might seem like a lot of stuff to do in a month and a half but really once the initial prototype was completed it was just finessing things. Even though there's a lot going on in-game, there's only simple stuff happening behind the scenes. This is the beauty and magic of procedural generation :)
I'd be happy to answer any questions about the design process if you wanted to know anything else.
>In the world of a million different Android devices, being able to test on just one seems like a setup for trouble.
Don't bother trying to do this. Just make sure your game works on new(ish) Galaxy/Nexus/iPhone devices and you'll be fine for the most part (or older ones if you want to maximize performance/compatibility). Also the fact that you're using Unity rather than some custom-built engine means that unless your game is doing some crazy things, it should work as expected across the most popular devices.
As a personal example, my game <strong>Bean Boy</strong> has 100k downloads on the Google Play store. It was tested by me on a Google Nexus 5 and a Samsung Galaxy S4. Only a handful of crash reports have been submitted since launch by users, all of which occur on fairly obscure devices. Considering how many different Android devices exist, I think 0.01% of my users experiencing a crash is a pretty good result.
>How do you guys get other companies to listen to you and help you out. How do I sell myself and my products so people will listen and want to help? I always see these great stories of companies reaching out and helping the little guy, yet I can't even get a reply of "no" for any of them.
This is not how the current app climate works. There are hundreds of thousands of developers out there. A huge chunk of them could be classified as "little guys". Can you imagine how much money mobile companies would lose if they were handing out devices to every "little guy" that comes along with a sob story? Nobody is going to give you a free device, so stop getting upset at the lack of handouts you're experiencing.
If you want to test your games on modern devices, you need to buy those devices yourself. That doesn't mean you have to pay full price. I get all of my testers off of Craigslist and Ebay for fairly cheap.
Your alternative to buying the devices themselves is to crowd source the testing to other people who have them.