ViCTOR: Virus Eradicator - Available NOW!

This is my fourth game and third developed with Corona available now!

You can find it here:

https://itunes.apple.com/us/app/victor-virus-eradicator/id876082133?ls=1&mt=8

 

 

Welcome to the microscopic world of  ViCTOR: Virus Eradicator!

 

Place ViCTOR inside infected cells to cause chain reactions and destroy viruses. Reach level goals and score big to get the best grade on each level. Get an “A+” to earn power-up rewards!

 

Featuring explosive bombs, far-reaching spores, blocked no-ViCTOR zones and nefarious retro viruses, each level presents fun and unique challenges.

 

Do you have what it takes to help ViCTOR become the ultimate eradicator?

 

Key Features:
• 100 innovative, unique levels
• Easy and fun to play, but a challenge to master
• Multiple goals for each level
• Fun graphics and characters

 

You can check out the gameplay trailer here:

 

[media]http://www.youtube.com/watch?v=4-pIGTVFaMk&feature=youtu.be[/media]

 

Let me know what you think. 

 

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I am quite pleased to announce that this game will be available this Thursday, June 5.

It is free to play for the first 25 levels, and 99 cents to unlock all 100 levels.

I’d love to hear what you think!

Looks great! Shoot me a PM when it’s out please :slight_smile:

Will do.  It’ll be my pleasure.  Thanks!

Had a good first day with ViCTOR with over 2,000 downloads (at least I think that is  good day).  If you haven’t already, please do check it out and let me know what you think.

Well done!

I’m waiting for the android version. Ill check out the ios one in the meantime.

May i ask, what marketing did you do for this game?

Cheers

I’m not planning on releasing for Android anytime soon.  I don’t currently own an Android device to test on, so I feel it would be irresponsible of me to release it on a platform that I can’t say with 100% certainty that it works on.

As for marketing, I did a press release that I’m not really sure did much of anything for me.  What did seem to do well was posting it on a few forums prior to release and on release day.  I also sent review requests (with the press release) to a whole boatload of sites.  I noticed that some of them picked it up in their daily dose posts that hadn’t picked up previous games of mine.

And then there was the weird stuff.  For some reason, a Chinese site picked it up and reviewed it.  They had screen shots that were not the ones I posted in the App Store and had a really full and accurate description of the game.  The same thing happened with a French site.  Look at my analytics, more than half of my downloads are coming from China and France is coming in 4th.  

I’m going to follow this and see what else I can do on future releases.  I have another game coming out next week that is going to be yet another test, so I’ll see what happens there.

Hope this helps.  Are those good numbers?  They are certainly better than what I’ve had in the past.

Congratulations on your release and successful first day!

As for Android, unless you pay big time for a paid test service that tests your app on hundreds of devices its hard to say with 100% certainty that it works even if you own a couple Android devices. I’m more than happy to test your app on a Next 7 tablet (latest Android) and a Galaxy S phone (low end) and I’m sure others will chip in as well. Best of luck either way!

Thanks for the offer.  I have considered going down the Android route.  Early on, I decided not to for the reason I stated above, but now I’m wondering how difficult it would be to do so with my existing games, mainly this one and future offerings.

I’ve designed for iOS with up to 4x resolution and am currently doing in-app purchases as well as iAds.  I wouldn’t want to migrate and lose any functionality, but I also don’t want to have to spend a lot of time rejiggering my code to make it work.  Any ideas on how difficult this process would be?

I think resolution is the least of your worries. If you have assets for 4 resolution groups you should be well covered on Android. Just let Corona SDK to the resolution management and you’ll be fine. I can’t comment on in app purchases as I don’t have much experience there. Ads should be ok. You just put in a if then branch detecting what you’re running on and call iAds for IOS and something else if running on Android. Not saying its zero effort but with some work you can get to Android as well. Whether its worth it or not is anyone’s guess. For me Android has been underperforming but everyone has a different mileage I suppose. All the best.

I am quite pleased to announce that this game will be available this Thursday, June 5.

It is free to play for the first 25 levels, and 99 cents to unlock all 100 levels.

I’d love to hear what you think!

Looks great! Shoot me a PM when it’s out please :slight_smile:

Will do.  It’ll be my pleasure.  Thanks!

Had a good first day with ViCTOR with over 2,000 downloads (at least I think that is  good day).  If you haven’t already, please do check it out and let me know what you think.

Well done!

I’m waiting for the android version. Ill check out the ios one in the meantime.

May i ask, what marketing did you do for this game?

Cheers

I’m not planning on releasing for Android anytime soon.  I don’t currently own an Android device to test on, so I feel it would be irresponsible of me to release it on a platform that I can’t say with 100% certainty that it works on.

As for marketing, I did a press release that I’m not really sure did much of anything for me.  What did seem to do well was posting it on a few forums prior to release and on release day.  I also sent review requests (with the press release) to a whole boatload of sites.  I noticed that some of them picked it up in their daily dose posts that hadn’t picked up previous games of mine.

And then there was the weird stuff.  For some reason, a Chinese site picked it up and reviewed it.  They had screen shots that were not the ones I posted in the App Store and had a really full and accurate description of the game.  The same thing happened with a French site.  Look at my analytics, more than half of my downloads are coming from China and France is coming in 4th.  

I’m going to follow this and see what else I can do on future releases.  I have another game coming out next week that is going to be yet another test, so I’ll see what happens there.

Hope this helps.  Are those good numbers?  They are certainly better than what I’ve had in the past.

Congratulations on your release and successful first day!

As for Android, unless you pay big time for a paid test service that tests your app on hundreds of devices its hard to say with 100% certainty that it works even if you own a couple Android devices. I’m more than happy to test your app on a Next 7 tablet (latest Android) and a Galaxy S phone (low end) and I’m sure others will chip in as well. Best of luck either way!

Thanks for the offer.  I have considered going down the Android route.  Early on, I decided not to for the reason I stated above, but now I’m wondering how difficult it would be to do so with my existing games, mainly this one and future offerings.

I’ve designed for iOS with up to 4x resolution and am currently doing in-app purchases as well as iAds.  I wouldn’t want to migrate and lose any functionality, but I also don’t want to have to spend a lot of time rejiggering my code to make it work.  Any ideas on how difficult this process would be?

I think resolution is the least of your worries. If you have assets for 4 resolution groups you should be well covered on Android. Just let Corona SDK to the resolution management and you’ll be fine. I can’t comment on in app purchases as I don’t have much experience there. Ads should be ok. You just put in a if then branch detecting what you’re running on and call iAds for IOS and something else if running on Android. Not saying its zero effort but with some work you can get to Android as well. Whether its worth it or not is anyone’s guess. For me Android has been underperforming but everyone has a different mileage I suppose. All the best.