Octopuz Puzzler 13 years in the making

No, it didn’t take 13 years to code this iOS app that will be launching October 2nd in the all new iOS AppStore. If that were the case Brayden would have had to have started programming when he was born.

Brayden started making games as early as he could pick up a magna-doodle and scratch out some symbols on the magnetic board. “OK mommy, here’s the rules…” he would say as he went into a lengthy list of “if this, then this” statements. Little did he know that in a few short years he would turn his curiosity and love of making games into something that would be available to millions on the premiere marketplace for mobile games.

Fast forward to 2017 and you will find Brayden putting his finishing touches on Octopuz. He learned to code using Apple’s Swift programming language. He received an online course on how to code with Swfit from @devslopes Devslopes. Between schoolwork, swim practice and just being a kid, Brayden progressed through the course and decided he wanted to make a game. He did not want the game to look like it was made by a 13 year old. He wanted his game to be fun, look great, and be something that a gamer would enjoy wether tey knew it was developed by a “kid” or by a real game studio.

You will be able to find out how Brayden did on October 2nd when Octopuz is available in the Apple AppStore. Until then, you can check out this page www.chainreactiongames.org/octopuz. You can also check out this game preview video on YouTube.

How a 13-year-old made a real App

In May of 2017 a 13-year-old set out with a goal of making a professional, fun, puzzle game.  Months later, the project is nearing release. Here’s the inside scoop on his journey.

an article by Brayden Gogis (the 13-year-old himself!)

It wasn’t my first rodeo.
I’d already made two games for iOS. But I had a vision for a much more complex app than what I had previously accomplished. I had been using a game engine designed to make learning the basics easy.
But now I was moving up.

I didn’t think that the game engine I used for Dot Worlds and Phose was powerful enough to create my vision. I thought I might be able to pull it off, but it wouldn’t be as grand. I did not want to settle for merely “pulling it off.”  I wanted to create something with a greater wow factor and less ‘oops’ moments than seen previously from me.
But what to use?

Now that I was moving on, I wasn’t sure what to move on to.  I’ve always been a fan of Apple products, so during my research I was very pleased to come across Swift. It appeared to be an extremely powerful coding language, with everything I love about Apple. I knew immediately that this was the engine I wanted to use.
But how to learn?

My dad and I looked on Udemy for courses in Swift iOS development and came across a course by Devslopes. So I got to work, taking the courses and learning. With what I had gathered I created my first Swift app, Myft. Although I had to take a break from my plan of making a complex game, I never forgot it, and after Myft was released I got to work on my ambitious project: Octopuz.