[GAME] CrossMaster - Android Apps and Games

Hi guys!
We have created a new puzzle game for Android called CrossMaster, which we have just published on the Android Market and are looking now to increase its visibility (a bit hard on the market... )
CrossMaster is a puzzle game with a simple concept. Challenges are composed by a grid of blocks, which player have to clean up by crossing them out. What looks a simple task, become more complicated as only some certain number of blocks can be crossed out each move and only in a row and column. If player run out of moves, he will have to reset the challenge and start again. What to cross out should be considered very carefully!
As player progress, challenges increase on difficulty both in number of blocks and blocks to cross. After some easily solved levels to show the game rules, game could become quite challenge and addictive. take care!
CrossMaster includes global leaderboard, game achievements and social network integration with OpenFeint.
Game is presented in 2 versions, a free ad-supported version and a ad-free version at 0.99€, BOTH featuring 150 levels and 2 game modes.
CrossMaster is right now available in the Android Market by searching CrossMaster or through one of the URL's below:
Full no Ads: https://market.android.com/details?id=com.noemar.crossmaster
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Full Ad-Supported: https://market.android.com/details?id=com.noemar.crossmaster_ad
More info in our website: http://noemargames.wordpress.com/
Feedback and comments are welcome!
Thanks and hope you will enjoy playing!
Antonio

No comments?
I'm looking for feedback, comments and improvement ideas. Feel free to give a try to the free version, includes exactly the same functionality, just with some ads.
Thanks in advance!

Nice graphics and animation and the touch controls are great. It didn't hold my interest, but couldn't really put my finger on why.
Sent from my Thunderbolt das BAMF remix

Thanks for your feedback.
We have received some comments about the initial levels are too easy and could be a bit boring. I will review and try to increase its difficulty.
Thanks!

The first impression based on the graphics in this tread is good. I shall download and review it later on today.

Tricky-Design said:
The first impression based on the graphics in this tread is good. I shall download and review it later on today.
Click to expand...
Click to collapse
Thanks a lot!

As promised my review:
The first time i started the program it showed a FC. For your information I'm running standard Android 2.2.1 on a HTC Desire Z.
The first levels are indeed to easy and much too look a like. I should expect that when you get to level 20 (which i did) there is sometime changing (for example the number of blocks will increase every 5 or 10 levels.
Besides that there isn't really a competition factor included when playing the game. If you take a look at for example angry birds, slice it or ... . They give an overview how good you did with stars from 1 to 3 or 5. Maybe it is good to show the time it took for someone to finish the level and rate it.
The game play is smooth, but those to things doesn't make me want to play it again and again and get faster or at higher levels.
Still a very good job though, I'm not able to build it at this moment. Still learning

Thanks Tricky.
About the FC, maybe you were pressing some key while the app were starting? I found a bug which is already solved but have no time yet to upload the new version to the market.
About the levels, I think the problem is those inital levels. Fun starts about level 15-20 where number of blocks increases enough and level 20 when you have to cross 3 blocks. Afterwards blocks to cross increase up to 5 and the number of blocks inboard up to 40-45.
But well, the game beginning could made some players to give up.
The Puzzle mode is a bit more difficult as it's harder to progress. You can restart each level only some limited number of times and you will have to start again if uses all of them. There are some checkpoints every 10 levels.
In any case, I found quite interesting to implement some 'stars' score to reflect how are you performing. Good idea! thanks!

Tricky-Design said:
Still a very good job though, I'm not able to build it at this moment. Still learning
Click to expand...
Click to collapse
I forgot. Have a look on andengine framework, if not yet! It's a superb game programming framework for android and really easy to learn. Give me a touch if you need some help

agascon said:
Thanks Tricky.
About the FC, maybe you were pressing some key while the app were starting? I found a bug which is already solved but have no time yet to upload the new version to the market.
Click to expand...
Click to collapse
Yeah I was pressing the - vol button so it wouldn't make any sound.
agascon said:
About the levels, I think the problem is those inital levels. Fun starts about level 15-20 where number of blocks increases enough and level 20 when you have to cross 3 blocks. Afterwards blocks to cross increase up to 5 and the number of blocks inboard up to 40-45.
But well, the game beginning could made some players to give up.
Click to expand...
Click to collapse
I think this would have happened if I downloaded it from the market without the purpose of reviewing it. It is not hard to reach level 20 but I think if it takes less time people do see a change.
agascon said:
The Puzzle mode is a bit more difficult as it's harder to progress. You can restart each level only some limited number of times and you will have to start again if uses all of them. There are some checkpoints every 10 levels.
Click to expand...
Click to collapse
I totally forgot there were more modes to the game. Because i've started and did only select continue game.
Maybe it is good idea to switch the menu:
- new game (were you've selected a game time)
- continue game
to
- Classic mode (new / continue game)
- Puzzle mode (new / continue game)
agascon said:
In any case, I found quite interesting to implement some 'stars' score to reflect how are you performing. Good idea! thanks!
Click to expand...
Click to collapse
I'm glad i could help.

It's hard to pass up a QRCode, so figured I'd give this a go!
While the puzzle element is good, I admit I had trouble sticking with the game past about the first 12 levels. The gameplay is somewhat repetitive, and tho the increasing blocks does offer a challenge there just isn't enough "reward" in completing the levels.
An increase to the challenge might be in order. Perhaps a play mode with a countdown timer that forces the user to try and complete the level in a period of time? The Puzzle Mode could use a reward too... Maybe you get a certain number of resets for all 50 levels, but then earn "bonus" resets in certain levels?
The concept and presentation are good. I just felt the gameplay didn't really grab me.

Thanks guys!
Very valuable comments! By the moment I will start with some redesign of the initial classic levels so to try to catch the player. Probably will release an update today with them.
And also I have guessed some improvements from your comments, but this will take more time to be implemented.

I want to try it but It can't be installed through market in my device (see sig). Could you upload somewhere the .apk or can you make it available for us, too?

loving the game so far. i love puzzle games and this is a new, unique concept. great job. i'll post more thoughts after i've had some time with it.

I like it. My only suggestion would be to widen the line drawn on screen.
Good work and thanks!
I think the suggestions here have been good too.
Sent from my HTC HD2 using XDA App

I was thinking... what about some different coloured blocks? For example, a yellow block, once crossed, could become white and go when crossed again, a red block could be crossed into a yellow one and so on. Every X levels (5, 10) new types could appear.
My two cents.

It doesn't work on my LG O2x
Application ends immediately after opening

ishkarioth said:
I was thinking... what about some different coloured blocks? For example, a yellow block, once crossed, could become white and go when crossed again, a red block could be crossed into a yellow one and so on. Every X levels (5, 10) new types could appear.
My two cents.
Click to expand...
Click to collapse
Thanks ishkarioth!
We have some ideas from improvements similar to this. It will take some time to be ready, but we are designing a 3rd game mode with all your comments.

tikkie said:
It doesn't work on my LG O2x
Application ends immediately after opening
Click to expand...
Click to collapse
Hi tikkie,
May you install alogcat viewer from the market (e.g. https://market.android.com/details?id=org.jtb.alogcat) and send me the output right after the application crashes? I will investigate what's the problem.
Thanks!

Hi there!
We got a comment in the market about...
It didn't work on my Milestone with Froyo.
Click to expand...
Click to collapse
Somebody with a Milestone with Froyo can confirm and maybe send me a logcat after the crash?
Thanks!
BTW, in case of problems let us know here in the post, in our blog, email... but not in the market with 1* where we cannot answer anything!

Related

[GAME][2.2+] One More Drop FREE

Hi xda-developers,
I spent a lot of time on my first mobile game, so I'm curious about your opinions.
GOOGLE PLAY: One More Drop FREE
Peekaboo needs you! Use skill and logic to move a water drop to the right place.
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Players are required to grow a friend for the character of Peekaboo, a tiny sprite living in the grass and feeding on pure water. Players guide a water droplet through a host of obstacles to the right place. Once the water drops close enough to the target, a new friend will grow.
The game is based on the laws of physics: the water droplet evaporates in contact with a hot obstacle, and steam rises up. It changes state again once it runs into a cold barrier, drops down or freezes, and so on.
You can build your own levels.
GOOGLE PLAY: One More Drop FREE
Many thanks to Mario Zechner and his libGDX which saved my time a lot.
I'm looking forward to your opinions.
Thanks and enjoy the game.
Scrrenshots looking good..Downloading..
Report ASAP..
Sent from my GT-I9100 using Tapatalk 2
Hit Thanx If I helped U-XDA Rule
Great! Thanks
Sent from my smartphone!
Cute game, nice graphic, like short levels. Nice work.
Why is the score limitation for sending my own levels publicly? To prevent junk levels?
MartySeal said:
Cute game, nice graphic, like short levels. Nice work.
Why is the score limitation for sending my own levels publicly? To prevent junk levels?
Click to expand...
Click to collapse
That is right, at first version was no limit to send levels. But most of players build and upload completely unusable levels. In version 1.0.4 we add some limitations 10000 game points, so players must know basic game principles first.
It was helpful, just experienced players submit their levels now.
I'm glad that you like the game.
Your game is tricky. For first look it seems to be easy, but advanced levels are challenging.
Good work. Like the game.
Daniel_001 said:
Your game is tricky. For first look it seems to be easy, but advanced levels are challenging.
Good work. Like the game.
Click to expand...
Click to collapse
Thanks Daniel, I hope that more people find andvanced levels challenging.
But the real challenge is play this game under water, yes we try it
fivephones said:
That is right, at first version was no limit to send levels. But most of players build and upload completely unusable levels. In version 1.0.4 we add some limitations 10000 game points, so players must know basic game principles first.
Click to expand...
Click to collapse
I see, that is good idea. Was it difficult to implement online storage for the levels and do you use some service provider or your own server?
I saw some providers for score tables (even Google start his own). But for store data (e.g. levels) I didn't find anything.
This could be usefull for my own application. Thanks.
MartySeal said:
Was it difficult to implement online storage for the levels and do you use some service provider or your own server?
Click to expand...
Click to collapse
After some searching for existing services during preparing our game (year ago), we decide to build our own server application to maintain users, levels and rates. Levels created by players are signed, so only author can change them. This all thing are too complex to use some universal service. But we could have a performance problem if there will be too many concurent players. During performance tests we were able to deal with approximately 10 players per second.
So if you plan use your own server, you have to decide performance vs. custom implementation.
Good luck with your app.
Hi fivephones, I finished free packages of the game and most of online levels. I have to say again, I like the game.
I'm working right now on my own levels, you will see ).
It is similar concept as used in the game "Candy Pot" by Pi Labs
saqibvohra93 said:
It is similar concept as used in the game "Candy Pot" by Pi Labs
Click to expand...
Click to collapse
Hi, you have to try it first . It's an honor for me if you compare One More Drop to this game. I do not have iPhone, but according info on iTunes "Candy Pot" using one object "candy" to jump into a pot.
In One More Drop the water droplet contains 25 parts and keeping them togeather by tilting phone and guide them to the target is the goal. Of course there are some similiar elements, it's a puzzle game ).
Thank you very much for the comment.
After all free levels (during last days) I have to say, tilting waterdrop is a FUN . Level builder is working good, sometimes overlaping elements are confusing. Maybe you can improve "button-flow" for deleting all elements (it was not clear for me first time).
Thanks for the game and good luck.
OK, we will improve Level Builder a little bit in next release. Thanks for sharing your levels with other players.
Very nice graphic, like it)
Really fun physics game! Tilting has great response on waterdrop. Thanks for the game.
HelenOne said:
Really fun physics game! Tilting has great response on waterdrop. Thanks for the game.
Click to expand...
Click to collapse
We were focused on fine control by tilt, because it's key feature for this game. I'm glad you like it. Thanks for comment.
Looking forward for your own levels ).
Hello again, do you plan some best score of the all times? Best of the week changing continuosly, thats good. But after week there is no way how to find your max score. Thanks.
Daniel_001 said:
Hello again, do you plan some best score of the all times? Best of the week changing continuosly, thats good. But after week there is no way how to find your max score. Thanks.
Click to expand...
Click to collapse
Yes, we plan to add hall of fame, separated for free and paid version (because of different number of levels).
Also there will be a link in from application to the website.
fivephones said:
Yes, we plan to add hall of fame, separated for free and paid version (because of different number of levels).
Also there will be a link in from application to the website.
Click to expand...
Click to collapse
That would be nice. I'm looking forward to next version. Bye

[GAME][FREE][2.3+] Funky Lights (Now The Paid Version is FREE) [Pump Up Your Brain]

---> Funky Lights Classic <---
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Premium Version (NOW IT'S FREE)
Funky Lights Classic puzzle game! 52 original levels & intuitive gameplay! 3 HINTS every day
Test yourself with a Funky Lights Classic puzzle game! Enjoy 52 exciting levels with intuitive gameplay – try simple levels first and gradually progress to challenging ones.
Just move Lasers on a 7x7 field to hit all Targets on its borders. Help yourself with Mirrors, Splitters, Glasses and Prisms. Start with solving first levels to unlock next ones.
FEATURES
- 3 Hints Every Day
- Absolutely No Ads
- Intuitive Gameplay
https://play.google.com/store/apps/details?id=com.dsvox.funkylightsclassic
---> Funky Lights <---
Try a new Funky Lights puzzle game! 100 original levels & intuitive gameplay
Test yourself with a Funky Lights puzzle game! Enjoy 100 exciting levels with intuitive gameplay – try simple levels first and gradually progress to challenging ones.
Just move Lasers on a 7x7 field to hit all Targets on its borders. Help yourself with Mirrors, Splitters, Glasses and Prisms. Start with solving first levels to unlock next ones.
FEATURES
- 100 original levels with progressive difficulty
- Easy gameplay and learning-by-doing at first levels
- Cool minimalistic design with HD graphics
Screenshots
Download
[url]https://play.google.com/store/apps/details?id=com.dsvox.funkylights[/URL]
​
Looks great. Gotta try it out . Graphics are awesome.
Khoga said:
Looks great. Gotta try it out . Graphics are awesome.
Click to expand...
Click to collapse
Thanks, we tried our best! By the way, have a look for further updates with new levels added
Great professional design, loving the logo, haven't tried it out yet but looks great.
Very good puzzle. 5 stars! It would be good some effects like explosions. Good luck!
StoryNative said:
Great professional design, loving the logo, haven't tried it out yet but looks great.
Click to expand...
Click to collapse
Rango777 said:
Very good puzzle. 5 stars! It would be good some effects like explosions. Good luck!
Click to expand...
Click to collapse
Thanks for the comments
Thank you for the game - graphics and gameplay are cool!
BTW, do you plan any hint system in further updates?
Simple&nice - it's what i like, thx
Awesome game, i'm fun of laser puzzles and Funky Lights gets my vote.
No plans on developing/upgrading to Khet ?
happaro said:
Simple&nice - it's what i like, thx
Click to expand...
Click to collapse
deemgo said:
Thank you for the game - graphics and gameplay are cool!
BTW, do you plan any hint system in further updates?
Click to expand...
Click to collapse
We're now thinking of how hints should look like and plan to incorporate them in further updates. We'd avoid just showing off immediate solutions as it will kill the intrigue - although we feel that a hint system is a must in future versions.
timeflask said:
Awesome game, i'm fun of laser puzzles and Funky Lights gets my vote.
No plans on developing/upgrading to Khet ?
Click to expand...
Click to collapse
We like Khet concept but it is multiplayer which is totally different from what we have now. So, we'll think about it but won't promise anything on that...
Thanks, we appreciate your feedback!
I'll download it and give it a shot today, will let you know what I think
---------- Post added at 02:42 PM ---------- Previous post was at 02:35 PM ----------
Ok, I tried it out, when I clicked on the help button I couldn't go back unless I closed the app, my phone doesn't have a return button.
A few suggestions:
- Incorporate more animation, make it flashy and colourful like Candy Crush, people love that
- more sound effects, play a sound when a puzzle is completed successfully
- the grey background seems sleek but for a game I would make it more colourful.
Those are my 2 cents but overall a good idea.
nice game
taptouchart said:
I'll download it and give it a shot today, will let you know what I think
---------- Post added at 02:42 PM ---------- Previous post was at 02:35 PM ----------
Ok, I tried it out, when I clicked on the help button I couldn't go back unless I closed the app, my phone doesn't have a return button.
A few suggestions:
- Incorporate more animation, make it flashy and colourful like Candy Crush, people love that
- more sound effects, play a sound when a puzzle is completed successfully
- the grey background seems sleek but for a game I would make it more colourful.
Those are my 2 cents but overall a good idea.
Click to expand...
Click to collapse
Nishant Pai said:
nice game
Click to expand...
Click to collapse
Thanks for the comments
Please note that we've just issued a minor update available here and in Google Play. The update contains minor UI improvements as well as new in-app options to remove ads or unlock all levels
dsvox said:
Thanks for the comments
Please note that we've just issued a minor update available here and in Google Play. The update contains minor UI improvements as well as new in-app options to remove ads or unlock all levels
Click to expand...
Click to collapse
Okay, thats cool, I'll try it later.
By the way how did you manage to get 1000 downloads?
taptouchart said:
Okay, thats cool, I'll try it later.
By the way how did you manage to get 1000 downloads?
Click to expand...
Click to collapse
Well, we wish we had 1 million downloads
Actually, a thousand downloads gained for one week is just a combination of two factors: good score (4.7 of 5 in Google Play) which represents several subfactors inthere, and some marketing.
Good score's subfactors are the following: easy gameplay + good design + no serious bugs. We spent days discussing lots of design options from menu or laser pictures to pop-up windows, we did it days and nights. We also tried to make the gameplay easier and design more minimalistic as much as possible - to get people easier understand of what is required to pass the level in a game. I think we succeeded in all mentioned above - I see it through the feedback and Google Play scores. We probably still lack some introductory video, though.
The marketing process could be better - still we excuse ourselves as are doing that for the first time. We avoided paid promotion and thought that self promotion would generate 5+ thousands of downloads. Now it looks like a dream - most websites reasonably limit self-promotions, so we only had a good download flow from d3.ru (Russian version of reddit.com) and from alternative Chinese markets (now Chinese users are 25% of overall downloads).
Chinese market is a separate story. We failed to register in Chinese markets ourselves - we missed Chinese local phone number. Still, several days later we were surprised to see the app in several Chinese markets being presented and translated - probably our app leaked there through other alternative markets like Slide.Me or some others where we placed the apk as well.
So, our conclusion (obviously biased as is basing on one game only) is that if you don't invest any money or your social network (limited in our case) in marketing then your app will get several thousand downloads only. The chance of your app being noticed by a well-known blogger or developer who will recommend it to other is quite small (still non-zero one) - and our expectations on that evaporate every day, to be honest. Other things (like a good score or no bugs) may just ensure you one-two thousand downloads, but you are likely to miss the success story of other last-year minimalistic puzzles like 2048 or Game About Squares - despite the game itself could be very good (like ours ^).
dsvox said:
Well, we wish we had 1 million downloads
Actually, a thousand downloads gained for one week is just a combination of two factors: good score (4.7 of 5 in Google Play) which represents several subfactors inthere, and some marketing.
Good score's subfactors are the following: easy gameplay + good design + no serious bugs. We spent days discussing lots of design options from menu or laser pictures to pop-up windows, we did it days and nights. We also tried to make the gameplay easier and design more minimalistic as much as possible - to get people easier understand of what is required to pass the level in a game. I think we succeeded in all mentioned above - I see it through the feedback and Google Play scores. We probably still lack some introductory video, though.
The marketing process could be better - still we excuse ourselves as are doing that for the first time. We avoided paid promotion and thought that self promotion would generate 5+ thousands of downloads. Now it looks like a dream - most websites reasonably limit self-promotions, so we only had a good download flow from d3.ru (Russian version of reddit.com) and from alternative Chinese markets (now Chinese users are 25% of overall downloads).
Chinese market is a separate story. We failed to register in Chinese markets ourselves - we missed Chinese local phone number. Still, several days later we were surprised to see the app in several Chinese markets being presented and translated - probably our app leaked there through other alternative markets like Slide.Me or some others where we placed the apk as well.
So, our conclusion (obviously biased as is basing on one game only) is that if you don't invest any money or your social network (limited in our case) in marketing then your app will get several thousand downloads only. The chance of your app being noticed by a well-known blogger or developer who will recommend it to other is quite small (still non-zero one) - and our expectations on that evaporate every day, to be honest. Other things (like a good score or no bugs) may just ensure you one-two thousand downloads, but you are likely to miss the success story of other last-year minimalistic puzzles like 2048 or Game About Squares - despite the game itself could be very good (like ours ^).
Click to expand...
Click to collapse
That's a shame but there have been success stories to come out from these forums, laubak75 seems to be doing well for himself.
http://forum.xda-developers.com/showthread.php?t=2222206
taptouchart said:
That's a shame but there have been success stories to come out from these forums, laubak75 seems to be doing well for himself.
http://forum.xda-developers.com/showthread.php?t=2222206
Click to expand...
Click to collapse
Thanks! This is interesting. Although, we understand that doing well for yourself is slightly easier with racing/arcade games as they create faster addiction if compared to puzzle games where you need more time to dive in the rules, gameplay etc.
Nevertheless, the link is helpful - we'll think next time about creating a game with higher action element.
Beautiful game!
GoldLemon said:
Beautiful game!
Click to expand...
Click to collapse
Thanks
Great design
This game looks really professional. I really like the logo. Reminds me of the Google Play logo, but it's still nice. This game get's hard in no time. Keep up the good work, man.

[GAME][4.0+][UPDATE] Dumb Ball - Developed and published in under 5 hours.

UPDATE: I have just released an update where you can unlock new balls to play with (that sounds so wrong) By collecting and spending crowns you can unlock new balls ranging from the US flag, to a bomb or a piggy ball .
You might remember thread from last week in which I developed a game without any prior game development experience or programming knowledge.
Now, I've created another game, this time, developed and shipped to the Play Store in under 5 hours. Here's the breakdown of the things done:
Put on paper the basic idea and look
Created the game layout in Photoshop
Created all the assets (platforms, ball, background, title screen, crown pickups)
Animated the assets in After Effects
Put everything together in C2 and created the gameplay and logic
Implemented Google Play leaderboards and achievements
Waste almost an hour on a stupid syncronization bug (different framerates = different restuls - was not using delta time)
Choose appropriate music and sounds and plug them in
Create all the promotional materials (screenshots, mockups, icons, etc)
Publish on Google Play
Since this is a technical forum I've listed my process before actually saying anything about the game.
Dumb Ball is a simple one-tap game where you have to keep the little ball on the moving platforms while collecting "crowns" and increasing your score. The gameplay mechanics are simple, but surprisingly a lot of fun and makes you want to "try again and again" as some of my friends put it. With the aesthetics I tried to follow a similar style to Monument Valley. While not even getting close to that level of quality and talent, I still believe the game looks quite nice and clean.
Here's the Google Play link
And QR Code if you're not reading this on mobile
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And some screenshots:
​
Edit: The game is now called Dumb Ball because I was stupid enough to write in the original game's description "graphic style similar to Mountain Valley" and Google pulled the plug on that store listing. Since then, I have just reuploaded the APK and changed the description. Same game, different name and I learned my lesson on not to mention other games' names in the description although I never intended to "impersonate" another game, as the policy states.
I would really love to hear your feedback on:
Performance
On a scale of 1 to 10 how fun do you believe it is
Is it too hard or too easy for you?
What would you improve?
Thank you for reading, and if you liked it please rate it
Hey,
1. So performance, no issues here runs great on my Lollipop OnePlus One...
2. Like it but makes me angry or sad sometimes when I fall out of the world (Want to throw my OnePlus out of the window but can't stop to play) hmmm changes after every round... 7 maybe more if it gets extended. Will show it my friends tomorrow and look what they tell me...
3. It's training I think, atm I can't get more then 20 Points so for the start its too hard for me but I think this switches after some time
4. Improvements? Don't know in which the game will go... Hm I will call it Ideas...
-Rewards like new theme, balls, effects. Maybe extra lifes?
-Don't know that yet if it is implemented: After some time a smaller path for the ball and at start a bit bigger one.
-A second control as an non touch option where the Motion sensor is used
-Branches so you could choose a second way
-Special Paths where the color changes or the ball gets faster or the path itself rounded edges or something like this ones.
-Sometimes the game removes the Path before it went out of the world it's only visual but want to say it...
Edit: And the Music toggle button don't work for me...
So definitely a great game and this in only 5 hours, I'm not a Dev but this is fast I think...
Robin
Gesendet von meinem A0001 mit Tapatalk
Spider1996 said:
Hey,
1. So performance, no issues here runs great on my Lollipop OnePlus One...
2. Like it but makes me angry or sad sometimes when I fall out of the world (Want to throw my OnePlus out of the window but can't stop to play) hmmm changes after every round... 7 maybe more if it gets extended. Will show it my friends tomorrow and look what they tell me...
3. It's training I think, atm I can't get more then 20 Points so for the start its too hard for me but I think this switches after some time
4. Improvements? Don't know in which the game will go... Hm I will call it Ideas...
-Rewards like new theme, balls, effects. Maybe extra lifes?
-Don't know that yet if it is implemented: After some time a smaller path for the ball and at start a bit bigger one.
-A second control as an non touch option where the Motion sensor is used
-Branches so you could choose a second way
-Special Paths where the color changes or the ball gets faster or the path itself rounded edges or something like this ones.
-Sometimes the game removes the Path before it went out of the world it's only visual but want to say it...
Edit: And the Music toggle button don't work for me...
So definitely a great game and this in only 5 hours, I'm not a Dev but this is fast I think...
Robin
Gesendet von meinem A0001 mit Tapatalk
Click to expand...
Click to collapse
Thanks a lot for the feedback, really appreciate it!
I'm really glad you like the game and that you found it fun I know it can be hard at times, but with a little practice you can get high scores. Right now my highest is 260 and there's a guy on the leaderboard with 311, so it's doable.
As for improvements, I was already thinking of adding stuff that you can buy with the crowns, and your suggestions are great.
Thanks again for downloading and for playing. If you could rate it on the playstore that would be awesome
I will definitely try this when I get the chance
nice game.
suggestion:
give it a RPG element. Add branches on which there are boosts and spells. Presumably there is a boss at every 50 crowns., which requires more than 50 crowns to get through it. The exceeding crowns can be found by completing dungeons. Spells that add ability to revive yourself near dying point, straighthen the path in a certain amount of time (who doesn't like a smooth path after all the Z turns) can also be found at the end of the dungeons.
In this RPG mode I think there should be room for extended playing time which means people can save and start the game again at their convenience. Falling is still fatal but not final.
Graphical One said:
I will definitely try this when I get the chance
Click to expand...
Click to collapse
Thanks, let me know what you think after you try it
Wow.
You create good games.
I wish you goodlucky)
Doctor Psiho said:
Wow.
You create good games.
I wish you goodlucky)
Click to expand...
Click to collapse
Thanks a lot
Graphical One said:
I will definitely try this when I get the chance
Click to expand...
Click to collapse
Did you get a chance to try it? If so, please let me know what you thought If you liked it don't forget to 5star it
Doctor Psiho said:
Wow.
You create good games.
I wish you goodlucky)
Click to expand...
Click to collapse
Thanks man, wish you the same
Degineth said:
Did you get a chance to try it? If so, please let me know what you thought If you liked it don't forget to 5star it
Click to expand...
Click to collapse
Getting it now!
wow, great challenge to produce a game in 5h, rated it with 5 stars!
OMG... This game is actually fun to play... Great idea?
I can see this idea being stolen by lager game developers once it is recognised...Hopefully you find a way to make money off of it before that happens.
---------- Post added at 01:42 AM ---------- Previous post was at 01:42 AM ----------
BTW... nice animations?
This game is Awesome!! It has a neat stylized aesthetic that's reminiscent of Monument Valley. Definitely doesn't look like it was made in under an hour! I had to give it five stars! P.S, My high score after 15 minutes of playing is 45!
Graphical One said:
This game is Awesome!! It has a neat stylized aesthetic that's reminiscent of Monument Valley. Definitely doesn't look like it was made in under an hour! I had to give it five stars! P.S, My high score after 15 minutes of playing is 45!
Click to expand...
Click to collapse
Thanks a lot, I'm really happy you like it and thank you for the 5 stars
Some people did a score of over 600 in the leaderboards. I have no idea how skillful they are since I can barely reach a score of 200.
For an app that took 5 hours to create and publish, Im extremely impressed to see that the game itself is surprisingly fun to play and very smooth to use on a phone as old as the Sony Xperia SP. Great game! Wishing your future projects are a success! Cheers
This is probably a dumb question, but C2 do you mean Construct 2 ? If so is it as easy as I hear it is?
I have just released a new update! You can now unlock new balls by collecting crowns.
Would love to hear your feedback
Furrydaus said:
For an app that took 5 hours to create and publish, Im extremely impressed to see that the game itself is surprisingly fun to play and very smooth to use on a phone as old as the Sony Xperia SP. Great game! Wishing your future projects are a success! Cheers
Click to expand...
Click to collapse
You're awesome, thank you so much and I'm really happy you like it
Graphical One said:
This is probably a dumb question, but C2 do you mean Construct 2 ? If so is it as easy as I hear it is?
Click to expand...
Click to collapse
Yep, Construct2.
It is easy but not so easy. I mean, they give you the tools you need, but that doesn't make a game. You still have to learn how to use the tools properly.

[GAME][4.0+] Penguin Fun and SHAPE.

Hi, my name is Rafael. My Fantasy name on Google Play Store is Ahsen. I'm a beginner at developing games and I've finished my first game about a month ago. But just now I realized, due to lack of people downloading my game, that it's really difficult to promote. Since then, I've been wondering if my game is that bad, or if it just need more promoting action. So that's why i'm here asking you to try the game and give me more feedback, also, if possible, helping me to promote the game.
I have two games right now, one that I've made 1 month ago and the second one, which is a smaller game with a minimalist approach, done in less than 24 hours and published yesterday.
The first one: Penguin Fun
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In Penguin Fun you slide through an endless map getting as much fishes as you can. You must avoid different kinds of obstacles and decide which fish worth getting. If you get too greedy, you certainly will come across with an obstacle.
Features:
Google Play games Leaderboards support.
Google Play games Achievements support.
In-game Cosmetic Rewards linked to the Achievements.
11 rewards to unlock and the option to choose 2 of them in the same time, alowing you to customize your character.
Bonuses and power-ups randomly generated (Currently: Fishes 2x and infinity jump. More Soon)
Three difficulty levels: Normal mode, Hard mode and Entremely hard mode.
Different scenarios to play with.
Play settings: here you choose which scenario you want to play and difficulty.
Link: https://play.google.com/store/apps/details?id=com.Ahsen.PenguinFun
The second one: SHAPE
SHAPE is a minimalist game that I've made for fun and to fulfil my will of creating games while I don't have much time to work on my next and more ambitious title that will take a lot more time to complete.
In SHAPE, you control a cube and you must stay in the white area. Each ring that you reach, you earn one point
Features:
Nice and clean interface.
Good music and sounds.
Leaderboards.
Straight foward for fast and casual fun.
Link: https://play.google.com/store/apps/details?id=com.Ahsen.SHAPE
I appreciate any feedback and help. Thank you.
Any feedback?
Anyone? :/
*Bump*
I have tested both games and both are fun to play!
Comments on Penguin Fun:
- what I really don't like is that you (as the developer) occupy the first place in the leaderboards, this just doesn't feel fair to the players
- the ads are popping up a bit too often imho, and I doubt that you get any money from them as long as the number of downloads is very low, maybe you should just wait with adding ads until you have (much) more downloads?
- I think the penguin should fart randomly from time to time, also giving him a little speed boost
Comments on Shape:
- you were occupying (again) the first place in the leaderboards ... but! I have beaten your score! Eat that, sucker!
- in general, I have the feeling that the difficulty increases too slowly, maybe you can add some different mechanics (making the game harder) each 50 points?
- achievements would also be nice here
Regarding the "marketing" part: The best source of downloads for unknown developers are third party reviews on websites. Until that: spread the word to everyone you know, make use of social networks, forums, facebook groups, and twitter
Entangled Multiverse said:
I have tested both games and both are fun to play!
Comments on Penguin Fun:
- what I really don't like is that you (as the developer) occupy the first place in the leaderboards, this just doesn't feel fair to the players
- the ads are popping up a bit too often imho, and I doubt that you get any money from them as long as the number of downloads is very low, maybe you should just wait with adding ads until you have (much) more downloads?
- I think the penguin should fart randomly from time to time, also giving him a little speed boost
Comments on Shape:
- you were occupying (again) the first place in the leaderboards ... but! I have beaten your score! Eat that, sucker!
- in general, I have the feeling that the difficulty increases too slowly, maybe you can add some different mechanics (making the game harder) each 50 points?
- achievements would also be nice here
Regarding the "marketing" part: The best source of downloads for unknown developers are third party reviews on websites. Until that: spread the word to everyone you know, make use of social networks, forums, facebook groups, and twitter
Click to expand...
Click to collapse
Penguin fun
-I'm in there because I do play a lot to test the game.
-Well, the way it is implemented right now, it doesn't stop you from playing the game and the interstitial only appears every 2 games, which can take a lot depending on your performance, and the banner only appears on the start screen, which is rare because you don't come back all teh time and doesn't really affect any aspect of the game as well . Could you point any negative effect that I could missing?
-Speed boost would actually increase the difficulty because you'd have less time to react and avoid obstacles. Speeding up the whole game or just the characer would have the same negative effect. This is set by design. I don't know if you played enought to get any boost, but there are two currently: Fish 2x and infinity jump for a short duration.
SHAPE
-The same. ^^
-I agree with you and I was already working on it and should be avaiable tomorrow
-Achievements will be added tomorrow too.
The marketing part is something that I really don't like . For now I posted here and in scirra's forum.
It's frustrating to see your hard work falling into oblivion.
Ahsenhein said:
-Well, the way it is implemented right now, it doesn't stop you from playing the game and the interstitial only appears every 2 games, which can take a lot depending on your performance, and the banner only appears on the start screen, which is rare because you don't come back all teh time and doesn't really affect any aspect of the game as well . Could you point any negative effect that I could missing?
Click to expand...
Click to collapse
What is the positive effect?
Ahsenhein said:
-Speed boost would actually increase the difficulty because you'd have less time to react and avoid obstacles. Speeding up the whole game or just the characer would have the same negative effect. This is set by design. I don't know if you played enought to get any boost, but there are two currently: Fish 2x and infinity jump for a short duration.
Click to expand...
Click to collapse
Okay, forget about the speed boost. Random farting alone is sufficient!
Ahsenhein said:
The marketing part is something that I really don't like . For now I posted here and in scirra's forum.
It's frustrating to see your hard work falling into oblivion.
Click to expand...
Click to collapse
Well, that's the way it is. There are so many apps that you have to fight for every single download!
Entangled Multiverse said:
What is the positive effect?
Okay, forget about the speed boost. Random farting alone is sufficient!
Well, that's the way it is. There are so many apps that you have to fight for every single download!
Click to expand...
Click to collapse
I mean regarding to the gameplay. Ads, some people like, many hate them. Liking or not, many of the great apps or other products was discovered by an Ads.
That's true. Too many apps out there. Good luck for us :good:
Btw, I'm adding some cool stuffs to SHAPE that will improve a lot the gameplay.
*bump*
Looking for feedback.
Guys, any feedback is appreciated. :highfive:
and next update will be avaiable in less than 4 hours.
*bump*
SHAPE was updated.
Penguin Fun will be updated with the last difficulty tomorrow!
Only one cool guy gave me some feedback after two pages. That's amazing... I'll stop bothering people doing my last post here. Thanks.

[GAME][4.1+] Cube TD

Hello everybody. It's been a long time since I registered here.
I created a game more than 4 years ago that was terrible, but it helped me to get a job, so at the end it was a good deal.
Now I am back with a new personal project that I am doing in my spare time. I started it in 2016 aiming to finish it in few months... Last Sunday I uploaded it to the store, but it is far away from being finished.
It is a turret/tower (I say turret because of Starcraft maps) defense game, where you can place the turrets in the map making a path for the enemies. I haven't seen many of them on the store, thats why I wanted to create one.
My first attempt was to work with a workmate who would do the 3D, but it didn't work.
Then I thought I could learn some blender and do it myself, but I finally asume that I didn't have the time for everything.
I though about buying some assets in the Unity Store, but I wanted original and personal graphics.
So finally I decided to do my models... With Unity primitives. Every enemy and every tower of the game are made from scaled cubes. And I am not totally discontent with the result. The batching is pretty good and I was able to use realtime shadows, that improved the look a lot. The bad thing about this is that there are many GameObjects in the scene and can affect the performance, something that would be fixed with a single mesh.
I also wanted control about the pathfinding. I did it myself and I think it is fast and works correctly. I gave the enemies an small chance to choose the wrong way and some friends have reported me that it looks like there has been a bug in the AI of the enemy. I might have to think about that. If you could give me some feedback It would be very helpful.
Something I have to change for sure is the UI. I think I can tell when something is beautiful or ugly, but I don't have the ability to make anything beauty. So my UI is ugly. I just kept working on that base and style because I wanted to finish the game some day, and I didn't want to get stuck on that.
The game is in an early stage. It needs more towers, more enemies, more levels and more achievements. I also have to integrate analytics, google play game services and meybe another video provider.
It is monetized with videos. I think I am not being agressive at all. There are three ways to see videos and all of them are voluntary.
-Energy (Energicubes): The player gets 1 energy to play a game every hour at a maximum of three. Play a level costs one energy, but everytime you complete a level for the first time, you get your energy back. So in theory you could play non stop as long as you win. If you run out of energy you can watch an Ad and get 3 energys. The game starts with 5 energicubes.
-Technocubes: Thats the coin used to unlock new turrets or evolution of turrets. You get 1 for completing a level for the first time. 1 completing a level without loosing lives for the first time. And one everytime you complete a level and decide to watch an Ad. So again it is voluntary.
-Perks: There are consumable persk that the player can use to complete a level in case he gets stuck. A perk could be a big wave that damages all the enemies or extra money to build turrets. There is a chance of getting free perks when you finish a level and also you can get a random perk every few minutes watching an Ad. The perks are there to help people who can't pass a level, but they won't get the maximum of three stars if they use a perk in the level. So in some way I think it is not an Ad to win game.
What do you think?
This week I want to work in:
-Include analytics with firebase.
-Add google play game services.
-Add 3 more levels (there are only 19 and I want to have at least 200 before I can consider this game complete).
-Add some achievements, at least 5 more.
-Close the game and navigate the menus with Android back button.
For future updates the game needs:
-A menu with all the enemies that the player has discovered, with all the stats and info.
-More enemies with unique mecanics.
-More turrets. I have in mind a support turret that increases the damage of near turrets, an electric turret that makes damage all around, a gold generator turret... More ideas you could give me would be appreciated
-Something different in the UI.
-Music.
I made two gifs so you can see the game without having to download it:
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"lightbox_close": "Close",
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"lightbox_error": "The requested content cannot be loaded. Please try again later.",
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"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Finally the game is available to download in: https://play.google.com/store/apps/details?id=com.VeryFatHamster.TD
My device is a Huawei Mate 8, screen 1080x1920. If someone with a phone with notch tries it, it would help me to know if everything is ok.
Thank you very much and I will try to keep this thread updated
no problem with notched phone. Honor 10 here....
cacingbesar said:
no problem with notched phone. Honor 10 here....
Click to expand...
Click to collapse
Thank you very much
I just woke up with an email from google removing my game from the store for not incluing a privacy polize, due I collect the Advertising Id for them (I use Admob)
I will try to upload it again this afternoon with al the requirements completed
some english translation gets me confuse......
cacingbesar said:
some english translation gets me confuse......
Click to expand...
Click to collapse
Could you put an example? I translate it myself and it is very probably that there are many mistakes.
Also, should I change the word perk for skill or something like that?
Thank you very much
veryFATHAMSTER said:
Could you put an example? I translate it myself and it is very probably that there are many mistakes.
Also, should I change the word perk for skill or something like that?
Thank you very much
Click to expand...
Click to collapse
The first time I play, I got confused by the term "ubication". I think you should just call it tile.
The game is quite fun.
cacingbesar said:
The first time I play, I got confused by the term "ubication". I think you should just call it tile.
The game is quite fun.
Click to expand...
Click to collapse
Thank you very much. I have been updating the game and changed that word for tile. I think it is more clear now
I have also changed perks for spells, I hope more people will notice what they are.
I have added more levels, achievements and I have tried to improve a little de UI. For example, the x2 speed button looked awful. I changed it for an slider and I think its much better.
Now, when you change the speed x2 or x1 it is easier to know what is the current speed. Also changed the turrets and spells buttons in the ingame menu. Now they are more like tabs.
The game currently has 25 levels. I aiming to make more than 100, but with 25 I feel confident to try to get some users. That's the hardest part :silly:
veryFATHAMSTER said:
The game currently has 25 levels. I aiming to make more than 100, but with 25 I feel confident to try to get some users. That's the hardest part :silly:
Click to expand...
Click to collapse
And I see that you made an exit button, nice..... On previous version, I could only exit by pressing home button.
Keep polishing, no need to hurry, take it easy...... good luck.
Hi! I am back after two new updates. The version 0.75 is out with big changes.
Two new turrets, a gold miner and a support turret. There is also a popup with information about the defeated enemies. Some ui improvements and local push notifications. I made the notifications to be quiet. Some times it is anoying when a game send you many notifications, so I tried this to see if I improve the retention and dont make the users to remove the game becaouse of them.
I included until level 33. Some new enemies and more achievements to unlock.
I am quite happy with the progress. I am taking your advice and not hurrying, cacingbesar. Step by step the game is taking form.
Now I need more levels and create videos and trailers to show the game and to update the game page in google play.
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
h4rd said:
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
Click to expand...
Click to collapse
Thank you very much! What I have in mind for the levels to come is making them longer.
The first levels I wanted to give the player time to collect technocubes to buy turret evolutions. Then, with longer levels the player will face stronger enemies and evolve the turrets during the level will make sense.
The evolutions are not worth at the beggining in the damage/cost ratio, but because they scale faster with the tower level, with towers at level 10 and so on it is worthy to evolve a turret instead of building a new one.
This is what I have planned for the future levels
This is similar to the new turret. It increased the damage of nerly turrets by 20%. It is expensive but surrounded by strong towers it can be very effective.

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