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What if you were given a backdoor pass to a site filled with the hottest mobile games currently climbing the charts? What if just by playing the games well enough, you were able to earn money to buy even more games? Would you jump at the chance or just let it pass? Not A Clone is a frantic exercise in quick-thinking and even quicker responding. Featuring over two dozen original and parody mini-games, you must play through them one after another, chaining your successes into the highest score possible for possible fame and prizes. Beat your friends to the top of the leaderboards! Earn Zeni to purchase more games! You have five seconds to get through each mini-game that is thrown at you by following the instructions that appear on the screen. The further you go, the harder it gets. How long will you last before your device runs out of power? Will you earn enough to unlock your next challenge? Will you know which games are being parodies and which games are not a clone?

Post news Report RSS Not a Clone Update: What's This? Another Demo Release?

Some of you may have noticed that a new version of Not a Clone Demo has been released. This is quite a rapid turnout compared to the last release, which came out a full month after the demo debuted. What’s going on?

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[Cross-posted from Omiya Games]

Some of you may have noticed that a new version of Not a Clone Demo has been released. This is quite a rapid turnout compared to the last release, which came out a full month after the demo debuted. What’s going on?

In short, we’ve been syncing the code and assets for the demos with the recent private beta releases so that both will have the latest development changes in the game. This should help us respond more quickly to the comments on the demo and from the beta testers. Of course, since we’re now working on bugs and small enhancements, the changes between the different versions of the demo will be relatively minor.

In any case, we haven’t actually posted the changes made since the first release, so here’s an extensive list on what’s been done so far:

  1. Updated how the loading screen looks to appear more like a text message screen.
  2. Changed the bottom of game over screen to use less screen-estate. High scores button is now placed in-between restart and home button.
  3. Added a new music for challenge mode.
  4. Added more sound effects, both for pop-up events and a couple of microgames.
  5. Updated credits to include our current beta testers.
  6. Reduced WebGL memory usage by packing sprites into less image files. PC/Mac/Linux build remains unchanged.
  7. Updated Angry Monkeys’ physics. The monkeys no longer collides with the slingshot or each other, and the shot-direction is based on the position you’ve let go of the slingshot, not the direction the sling moves.
  8. Background music now fades-in before a microgame starts.
  9. Reduced memory usage on all platforms by loading most sound effects and music on-the-fly.
  10. Clicking on the pause button no longer triggers a mouse-down event on a microgame.
  11. Made challenge mode a lot easier by dramatically increasing the amount of time available to the player. The previous times assumed the game was played on a multi-touch-supporting touchscreen, but there is now a different time set for mouse.
  12. Fixed a few typos in the loading screen’s text messages.
  13. Doubled the animation speed of Light Tiles.
  14. How the first couple of microgames are selected is a lot less random. If the player’s best score is below 15, they will always be served with a predetermined order of microgames. If they score higher than or equal to 15, the first 10 microgames are those that either have low number of plays, or a low rate of winning.
  15. Fixing "Clone of:" label not being translated properly in Pig Latin (fun fact: the language’s purpose is to confirm our localization script works).
  16. The speed-up is calculated differently. It’s a little easier in the beginning, but gets harder towards the end.

Let us know what you think of the changes!

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