As with most game development, you spend most of your time chasing bugs, adding features, and other necessary things that are not glamorous. In this case I've spent the past couple of weeks implementing Xbox controls to allow you to play the game with a wireless controller!
The finish line is in sight for the mobile release, so expect it in App stores somewhat soon (January 2017 if the approval process goes through.)
The stock graphics that came with the touch controller asset I purchased for Unity looks good and all, but I wanted to put my own touch on things. See below for the new on-screen controls!
I haven't created the 3d model yet but there is a placeholder in the room for the new spinning arm of death trap. The trap, which is a long arm pivoting around it's base, spins around the room slowly, killing any player in its path. You must balance the great treasure available versus potential death!
When developing a game, what you see as a developer is much different from the final product. In the scene below you can see the flaming pit room as seen by the level designer. The green areas represent collision zones that either trigger different things such as sounds or allow the player to interact with traps, treasure, etc.
There are a ton of other things not visible here such as the scripting and meta-data associated with each level. In Crumble Run, these levels are randomly pieced together to form the seamless player experience. The rooms vary though as elements in the room (treasure, traps, monsters, etc.) all randomly turn on based on the current difficulty which is evaluated based on how many rooms the player has run through.