Gravity Sling is submitted to Apple
It’s hard to believe that the iPhone Game Jam was less than 3 weeks ago. Things have come a long way for Gravity Sling since that first 12 hours of furious overnight coding. When we finished that night we had the core gameplay down fairly well, with a very rough OpenFeint integration, and some pretty graphics but that’s about it.
Now we have a complete game. The physics have been reworked so gameplay is a lot more fun, we’ve created a total of 45 levels to play through, added an awesome soundtrack and swapped out nearly every graphic in the game. We’ve also decided to release Gravity Sling for free and hope that enough people will enjoy it that the sales of the In-App purchase level editor will be worthwhile.
While some would say this is the end, that’s not true for us. We have lots of plans for what the future holds. We definitely want to polish up the level editor so anyone can make their own levels. We also think we have a way to enable moving planets and obstacles, which will add a huge amount of life and challenge to the game. Of course, all this is in addition to more levels!
There’s no way to know the exact timing for release, but we submitted it to Apple last night, and our best guess is that it will take a couple weeks to get approved. Follow @riptidegames on Twitter, or check back here often to keep up to date on the progress and to be the first to know once it’s approved.
In the meantime, here’s a reverse-order screenshot timeline of Gravity Sling development for you.
A great run on the Crazy Face level

How things looked on October 7th

Gravity Slingshot at the end of the iPhone Game Jame - just 12 hours of development

