Four years ago, in an attempt to offer something really simple and straightforward for all audiences, we developed Sky Madness. It was sort of an “Airport Madness takes to the skies” concept. The game is extremely simple to grasp, just drag the airplanes to their correct color-coded flight levels, while avoiding other objects. The first few levels are pretty easy, but the game gets challenging once you get into the double digit levels.
The first version’s graphics were pretty bad, I’ll admit. Four years ago, I was still a one-man band. It’s hard to be a one-man band. You have to play a steady drum beat, while holding a trumpet in your right hand and a tamborine in your left. Or in my case, you have to know how to write game code, create art, manage a website, and be 24/7 customer support. I now have lots of help. The new Sky Madness art was not done by me, but somebody far more qualified.
The game play has also changed dramatically. I basically modeled it after Angry Birds. I figure the folks at Rovio have this game dev thing all figured out, so I borrowed a page from their book and set up a structure of unlockable levels. I think it’s a good fit, and I plan to add this design to future versions of Airport Madness.
Oh, and I also added some cool game logic that detects how good of a player you are. If you are failing miserably it gets easier. If you are a rock star, the difficulty increases. I also plan to add this to Airport Madness 5, due this spring.