[GAME] [1.6+/3.0+] Four in a Row HD 4.5 - New Premium features, 1M installs! - Android Apps and Games

The most complete Four in a Row game of the Play Store with over 400 puzzles and skill-based matchmaking. Get it on Google Play
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Latest update: Version 4.5 New Premium features! Celebrating ONE MILLION downloads!!
Having achieved over a million installs the most feature-packed Four in a Row of the Store receives reworked graphics for both mobile phones and tablets.
New Premium features Unlock the Pop-Out game variation where you can either add new discs as usual or remove one from the bottom. A new challenge, available in custom match (VS AI or VS local player) and the new Pop-Out riddle set. Premium will of course remove ads and unlock an additional set of pro riddles. (v4.5)
Enhanced look & feel with reworked boards with 3D effect, floor and board stand, sleeker UI. (v 4.4)
More user friendly thanks to Android design guidelines, integrating the Action Bar as well as a View Pager to browse the riddles. Options have been simplified and reorganized.
More content, with new riddles, now more than 400! As usual, carefully designed to challenge, entertain and teach the techniques at once.
Keeping its unique fast, no sign-up needed, online multiplayer with skill based matchmaking, timer and world ranking. (v.4.3)
Thanks to the XDA community to help making this game the best of its genre. Also thank you for the warm welcome to the sibling project Lines & Puzzles (non-gravitational connect three, four and five)
Best regards,
Alberto
Download link:
The new Pop-Out Premium variation, note you can remove discs from the bottom row!
Multiwindow compatibility for Galaxy Note devices!

Nice implementation of 4 in a row. The computer is also not too easy which is the case in most implementation.
A real keeper for me to kill some time with
There is one minor feedback I can give you, that is that when someone does win the game the highlights around the edge doesn't match with the rest of the look. The game does look very good for a four in a row, but the green circles look a bit cheap compared with the overall look.

Thank you. I've installed and replaced my original. Left a 5 star review on Market.

Thanks for the feedback!
@Tricky-Design , you're right, I have to work on that. Some of the UI elements are from previous versions with no skins (well, the solid blue one called Plastic now), so the green was intended to match the blue, not metal or wood. Maybe a translucent yellow ring will fit better, we'll see ^^
@nobnut, so that's yours, thanks so much for the rating!

mocelet2000 said:
Thanks for the feedback!
@Tricky-Design , you're right, I have to work on that. Some of the UI elements are from previous versions with no skins (well, the solid blue one called Plastic now), so the green was intended to match the blue, not metal or wood. Maybe a translucent yellow ring will fit better, we'll see ^^
Click to expand...
Click to collapse
I'm curious what you gonna do.
I've rated it too with 5 stars and some nice words in the comment

Thanks for the review @Tricky-Design ! ^^ I hope you (and everyone else) like the new update 2.9, it has a couple of surprises
Ok, I can't wait to tell them, hahaha, there's a new front screen. I hated the old 50 KB bitmap, it looked great in mobile phones, but not in tablets. It's gone, and since I didn't know what to do with those spare 50 KB, I've just added a new skin, probably influenced by the VERY HOT day we are having in Madrid today.
Since the new front screen is made from scratch, please tell me if there's any issue with your device / screen resolution / orientation / whatever to fix it as soon as possible. Thanks!
Update, a picture of the new front screen:

Stop. Its portal time. *dah dah dah da* Ok so bad rendition of hammer time.
Ok I will stop.

@TheRomMistress, right, haha, it wasn't too late for a Spaniard anyway
I wonder if there's any issue with the new front screen introduced yesterday in version 2.9. If anyone here can test that with an entry-level Android phone with small screen, I'd be grateful.

Version 2.9.1 in the Market. Thanks to being featured in XDA Portal, I've received quite a lot of feedback
This update tries to address the feedback I've received about quitters when a online match is in progress.
To be honest I've not played with any quitter yet, maybe once or twice in a month. But now the handling for these cases is better both in client and server:
- Client side will show a notice to potential quitters if the abandon is not considered legitimate.
- Game server will start penalizing quitters by lowering their chances to find new players (someone suggested me to match them to other quitters, that would be interesting too xD).
In case the abandon (pressing BACK during online gameplay) is at the very beginning of the match or if the remote player is taking too long to move, no notice is shown and no penalization applied.

Release 3.0 is out, and to celebrate its success there is a brand new and unique section that you won't find in any other Four in a Row game:
Riddles! Enjoy and learn with +200 carefully designed riddles for solo play that will tease your brain and game variations like "DON'T connect four" or "Fill the board", where alternative winning rules apply for an added fun.
Some riddles won't take you more than few seconds ("Ultimate move" section), others are pretty challenging as you have to chain more and more perfect moves to solve it.
Hope you enjoy all the new features of the most feature-packed Four in a Row ever. Please note that riddles are for play solo, but game variations allow ALL the options of "classic" modes, that is, either 1 or 2 players, custom AI level, custom board size and custom skins. Never get bored with Four in a Row again and have fun with friends with those challenging game variations.
As always, feedback is welcome, and ratings/comments in the Market highly appreciated.
Enjoy, and good luck solving the riddles! First one to solve them all please tell to design more

Damn, I'm addicted. Thank you sir.
Sent from my Desire HD using XDA Premium App

Paradoxxx said:
Damn, I'm addicted. Thank you sir.
Click to expand...
Click to collapse
Haha, pleasure More challenging riddles are coming during summer to keep the addiction

As promised, there is a new free set of 39 riddles of varying difficulty. So there are 234 riddles right now.
Moreover, to avoid browsing through boring lists of riddles, there is a new visual riddle selector featuring a grid layout and the miniature of the starting board setup for each riddle. Now tablet users don't need to scroll to choose the riddle to solve, they all fit in one screen (at least in a 10" tablet, 7" may require scroll).
Hope you like the new riddles and UI enhancements, any feedback is welcome, especially for future riddle sets.
Edit: New version 3.2 features the new Honeycomb's Holographic theme, so it's the first four in a row game with 100% native tablet interface, screenshot follows:

There's been a few updates to the game till my last post, more specifically:
- Graphics enhancements for all the skins, subtle striped black background and last column played indicator with better contrast.
- New animated front screen with simulated gameplay
- Support for e-ink and grayscale devices like the Nook Touch (thanks to XDA members in this thread for the feedback)
Recommended preferences (Menu -> Options) for e-ink devices:
- Choose the new "Naughts and crosses" skin
- Disable animations
- Check "solid black background" box in case the new gray stripes look bad​
Thanks for the feedback! Now it's close to the 50.000 downloads

Back with new features!
So long since my last update There are quite a few new features in the 3.5 version just released to the Play Store.
Statistics for all 1 player modes (games count, best time, etc.)
Enhanced artificial intelligence (not playing same moves always if you play the same)
Beta-test the NEW online (yes! a new online made from scratch, featuring autoreconnect, filtering matchmaking by favorites players and statistics).
Minor enhancements and bugfixes
Hope you like the new features!.

Now with skill based matchmaking
Online service now supports skill based matchmaking by maintining an internal ELO ranking. Connected players with similar skill levels are given preference when offering games in the quickmatch section, so games are more interesting for both players.
New version 3.7 of the app in the Play Store displays the skill level, although the server is already calculating the skills internally for any online user.
Thanks for playing and rating in the Store
FYI: There are players all over the day in the online, however the peak hours, that is, with more online players, are about 14:00 GMT and 22:30 GMT.

Version 3.8 released with a new set of 39 riddles, "Widen Horizons", played in extra-wide boards. There's also a colorblind safe board theme that avoids red and green colors, bugfixes and compatibility with MyBackup Pro to ease switching to a new device without losing the game progress.

Version 4.0 - Complete UI overhaul & new riddles!
Celebrating half a million downloads with the brand new 4.0 version featuring a complete user interface redesign. Please refer to the (rewritten) first post of this thread for updates and screenshots of the new sleeker user interface. Thanks!!

If the game was worth it because in the previous version, now forget it, I love it! Great job!

Re: [GAME] [1.6+/3.0+] Four in a Row HD 4.0 - Complete UI overhaul, new riddles
New version 4.2 featuring game clock and clear information for quitters (and players having to deal with them of course).
Skill score now includes one decimal to better track the progress.
Approaching a million downloads!
BTW A new online server has been deployed, so expect more features in the short term.

Related

[GAME][2.2+] Cyber Bee

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Maze-Software.com
Facebook application page
It's now available on Google Play - check it out!
QR Code
Albert Einstein once said: "If the bee disappears from the surface of the earth, man would have no more than four years to live". Nowadays science has gone so far that we can help bees in their difficult life, indirectly helping whole humanity. Bees are human best friends in the insect world - they can pollinate plants and produce honey. However they become weaker because of growing human industry. As a scientist working at Cybernetics Science Laboratories you were assigned to research on the bee - YOUR BEE. You have many modules at your disposal that can be installed on your research object, such as: rockets, helicopter rotors, firearms etc., but you can't use it until the bee is not skilled enough. Every module you unlock during gameplay has its own, specific behavior. Find the best combination for a level to achieve the GOLD CELL.
There are several worlds - the further your bee goes, the more difficult it becomes:
1. Spring Sprint - do it as fast as you can!
2. Flower Power - collect flower pollen!
3. Hornet Horror - don't let hornets to block your way!
4. Leaf Grief - watch for falling leaves that slow you down!
Finishing level will be rewarded with:
Nothing - no medal-cell award (fail), but if you fit in time (sufficient), it just unlocks next level and gets you +1 Honey-Money.
• Bronze Cell - satisfactory. Additional reward: +5 Honey-Money.
•• Silver Cell - good. Additional reward: +25 Honey-Money.
••• Gold Cell - very good. Additional reward: +100 Honey-Money.
100% of cell-shaped medals in a world will unlock an assigned module you can further install on the bee. Every module can improve your gameplay but it is limited to its resources (e.g. fuel) that you can increase by using Honey-Money.
Every world is cumulative which means it can contain entities (characterized below) that belong to previous one. The aim of the bee is to reach the beehive which is always located on treetop. Remember - bees are workaholics, so your score mainly depends on time (1s = 10 points). Just be effective.
You can meet on your way:
• Bumblebee - neutral, cute and fluffy insect that can make you slower decreasing your final score. Killing it will cost you -10 points.
• Hornet - natural bee enemy that attacks nearly spotted bees. Avoid it, because it can block you for good. Killing it will get you +10 points.
• Flower - a colorful point of life of bees. Collecting it will get you score dependant on petal count: 5 petals = +50 points, 10 petals = +100 points
• Crate - random pickups (fuel, bullets etc.) falling out of dead hornets. You can get it only by killing an enemy, but not every time because of its limited probability.
Teach your bee to live in its natural environment more efficient, preventing it from disappearing from our Earth's surface! Build a cybernetic organism - the CYBER BEE!
KEY FEATURES
✿ 4 worlds * 15 challenging levels (Total = 60)
✿ 16 unlockable modules
✿ Full bee customization
✿ Global leaderboard
✿ Rigid body physics
RELEASES
1.2.1 (2013-06-01)
✓ Customization screen modified
✓ Social screen modified
✓ 2 required permissions removed
✓ Minor bugs fixed
1.2.0 (2013-04-13)
✓ Facebook integrated!
✓ Module descriptions changed
✓ Additional Honey-Money information added
✓ Minor bugs fixed
1.1.0 (2013-04-04)
✓ Scoreloop global scoreboard!
✓ Music loading crash fixed
✓ Font appearance improved
✓ Efficiency increase
✓ ONE-TIME BONUS for loyal players
1.0.1 (2013-03-13)
✓ Android 2.2 crash fix
✓ Vertical view area increased (gameplay improved)
✓ Complexity of 3D flowers decreased
✓ Minor bugs fix
1.0.0 (2013-03-01)
Screenshots & Gameplay video
Gameplay video
The game is very addictive and quite hard (but it's an advantage for me - I'm bored of easy games for now :]). I've got a question: how many modules is it possible to unlock during gameplay?
Modules
Karister said:
The game is very addictive and quite hard (but it's an advantage for me - I'm bored of easy games for now :]). I've got a question: how many modules is it possible to unlock during gameplay?
Click to expand...
Click to collapse
There are 16 modules to unlock + 2 default:
1 wings
1 default bee + 4 bodies
4 rockets
4 helicopter rotors
4 weapons
Non-Italic elements in upper list are the unlockables. You unlock the modules during gameplay - every world unlocks specific module class. The better medal collection you achieve, the more powerful module you will get. You complete the game if you get 100% of GOLD MEDALS which means unlocking ALL AVAILABLE MODULES.
looks nice
i well try it
thx pro :fingers-crossed:
If you're bored of "to easy games" (as Karister said) and looking for something that is original, then our project is definitely aimed to you! What is more, we will expand gameplay to be more challenging in several weeks !
Hey, this looks really interesting, and how about a download link outside the PlayStore?
SacredAce said:
Hey, this looks really interesting, and how about a download link outside the PlayStore?
Click to expand...
Click to collapse
Actually for now this is the only way to download it directly to your device. I think it is not crucial to share it anywhere else (even on our official website)...
Well, it's not available for my country, so no other way to get it.
SacredAce said:
Well, it's not available for my country, so no other way to get it.
Click to expand...
Click to collapse
+1. If it's free share it's apk so everyone can play it.
Serbia
Strange, but I've noticed that on our Developer Account Serbia wasn't checked as a country ready to distribution . I have fixed that mistake and the game will be available for you within 2 hours .
Thanks! Really appreciate the quick response!
RE: CyberBee
Working fine on my Samsung Galaxy S Captivate i897 on JellyBean 4.2.2. First twelve levels and I have only 1 Bronze medal... this will take some getting used to. Thank you :good:
They Drew First Blood said:
Working fine on my Samsung Galaxy S Captivate i897 on JellyBean 4.2.2. First twelve levels and I have only 1 Bronze medal... this will take some getting used to. Thank you :good:
Click to expand...
Click to collapse
The game isn't that easy as screenshots suggest . That's why you need to unlock modules. In contrast to - let's say - Angry Birds and many other games that class, you are obligated to come back to previously visited levels with newly unlocked modules if you want to complete the game by gathering 100% of GOLD CELLS! It is (almost?) impossible to get GOLD CELL using wings only. What is more you have to plan your strategy for the specific level or improperly used modules will become empty due to decreasing resources!
Of course it is possible to finish the game with no medal awards... but your score will be very low, which for future updates won't be "useful"
Maze Software said:
The game isn't that easy as screenshots suggest . That's why you need to unlock modules. In contrast to - let's say - Angry Birds and many other games that class, you are obligated to come back to previously visited levels with newly unlocked modules if you want to complete the game by gathering 100% of GOLD CELLS! It is (almost?) impossible to get GOLD CELL using wings only. What is more you have to plan your strategy for the specific level or improperly used modules will become empty due to decreasing resources!
Of course it is possible to finish the game with no medal awards... but your score will be very low, which for future updates won't be "useful"
Click to expand...
Click to collapse
Pretty hard, but i like it!
We are working for now on several things in upcoming update:
1) there is a very rare MediaPlayer crash to be fixed which results in NullPointerException (thanks to the person who reported it! :highfive.
2) adverts in Level choosing state won't overlap Level Cells anymore.
3) total score to share with your friends on Facebook!
What do you think about 3)? We are considering integration with Scoreloop in further updates too.
looks good
Everyone who had a NullPointerException crash on Music class - it is caused by using MP3 files instead of OGG format for our ambient music!
[TIP for developers] If you want to develop your own application using MediaPlayer class it is better to use OGG files which are paradoxically larger than their MP3 eqivalents but also more stable! This means our upcoming update will cause application size a bit larger.
I love the bee graphic and the gameplay, especially the tool to modify your bee is awesome!
Photon532 said:
I love the bee graphic and the gameplay, especially the tool to modify your bee is awesome!
Click to expand...
Click to collapse
Thanks for recognition . As you can see our style is quite "simplified" and "minimalist" what of course was intended. By the way we used Inkscape (a free and very good vector graphic editor) to do it.

[GAME][2.3+] Save The Comet - Infinite Gravity Action! [INDIE]

​​Save the Comet Hits the Earth!
Wanna learn what the "infinite gravity action" is?
Save the Comet is a game that brings together gravity, physics and endless runner elements all in to one arcade-style game!
Your duty is to save the comet from all kinds of hazards such as planets, meteors and Hyper-Nova! However while doing all this, you cannot touch the Comet! Do you know what? There is a more enjoyable way to save it. You have to drag the mighty planets with the tip of your finger, orbit them to get a high-score and crash those meteors!
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"The game is pretty entertaining… Unique controls, innovative implementation of an old format… All considered, the game is worth the download for no charge!"
-Indie Game Mag.
"An excellent game that is a lot of fun on smart phones and tablets alike, Save the Comet requires quick thinking and a little strategy in order to keep beating those high scores."
-Android Headlines
Links
Google Play: https://www.play.google.com/store/apps/details?id=com.MogaMecha.SaveTheComet1
Web-Site: http://www.savethecomet.com
PressKit: http://www.savethecomet.com/presskit.php
Cinematic Teaser: http://www.vimeo.com/95577620
Game Play Trailer: http://www.vimeo.com/95577619
Dev Blog: http://www.blog.savethecomet.com
Explore the Universe, get the Stardust!
Save the Comet from meteors, asteroids and HyperNova!
Beware the Meteor Shower!
Being different from the other infinite mobile games in the market Save the Comet has also an "Ending" which reveals a tiny bit about the reason which lies behind the Comet's journey across the universe. Let's look at the main goals which should be accomplished to Save the Comet:
What to do
• Smash, Pull and Strike the Comet out of danger
• Explore the galaxy dragging huge planets around
• Crush Meteors with the mighty finger of yours
• Survive the legendary Meteor Shower
"Let me say that people are in for a challenging fun game that will provide hours of entertainment."
-Geeksmith Productions
"All in all, it’s an impressive game. Very addictive once the meteorites, diamond planets and power-ups come into play."
-Alpha Beta Gamers
"...very different from what we see on Play Store. Personally I will return on… when I have time."
-AndroGames FR
Is this all? No let's talk about the perks and one shots. To ensure your safety during the journey, you will need all of these beautiful enhancements which makes Comet less invulnerable than before. Do you also want some super beneficial one shot items? Don't go so far, you can find them just before starting the game!
Key Features
• Find out why the Comet wanders the galaxy!
• Meet Aliens and even control them!
• Control the universe! Planets, meteors, asteroids!
• Only thing you can not control is your main character!
• Gravity based game-play!
Save the Comet apparently is not a clone of other game and tries to bring something new to market. We hope you like it!
Sincerely,
MogaMecha Team
Great game! I I can't break away! But in the third time I played planets stopped to gravitate to a comet. And also just after the launch i succseded to login on google play only with the third attempt.
dragon658 said:
Great game! I I can't break away! But in the third time I played planets stopped to gravitate to a comet. And also just after the launch i succseded to login on google play only with the third attempt.
Click to expand...
Click to collapse
Hmm Great to hear that! Except the problems of course
About the planet problem. I may have a couple of questions to solve it. We will try to look into that ASAP.
Have you used the recently implemented Quick Restart or One Shot buttons that appear while Camera is zooming in to the Comet when you die? (Example below)
About the Google Play i suspect it might be related to some kind of connection issue. But i am not quite sure since we have not seen this problem before. But we will definitely look into it.
Pointing the obvious but if you haven't done yet, make sure you have the latest version of Save The Comet.
Also it would be great if you could tell around about the game We need every help we can get
Nidre said:
Hmm Great to hear that! Except the problems of course
About the planet problem. I may have a couple of questions to solve it. We will try to look into that ASAP.
Have you used the recently implemented Quick Restart or One Shot buttons that appear while Camera is zooming in to the Comet when you die? (Example below)
About the Google Play i suspect it might be related to some kind of connection issue. But i am not quite sure since we have not seen this problem before. But we will definitely look into it.
Pointing the obvious but if you haven't done yet, make sure you have the latest version of Save The Comet.
Also it would be great if you could tell around about the game We need every help we can get
Click to expand...
Click to collapse
Hello, Nidre!
About the problem: I used quick restart button at that time. And I proceed to play the game. The bug there was only once in the whole time while I was playing.
The game is really cool! :cyclops:
dragon658 said:
Hello, Nidre!
About the problem: I used quick restart button at that time. And I proceed to play the game. The bug there was only once in the whole time while I was playing.
The game is really cool! :cyclops:
Click to expand...
Click to collapse
Thanks tho you we were able reproduce and solve this issue. You will see it fixed in the next patch
We are planning even better Customizations and brand new features that we could not make ready before release! (More Geeky stuff )
That would be great if you could share us around We really need every single download in those days!
We have just released a major update!
Lot's of polishing involved in this update!
Here take a look at it : http://blog.savethecomet.com/post/89778428027/polishing-the-comet
[size=10pt]Frustrated? No More![/size]
Ok Everyone!
We knew that you have frustrated by a couple of things. This patch will aim to solve them as much as possible. (ETA Tomorrow)
So let us begin the countdown!
Frustration Number 3!
Door animations are too slow. Restarting takes too long!
- Door animation is now a lot more faster. Also you will be able to directly restart into the game in a future patch
Frustration Number 2!
Game asks for rating all the time!
- This was a bug. And now you also have chance to hide this dialog for good.
…Aaaaaaand, Frustration Number 1!
Game asks to login to google everytime i start it!
- We will only ask the first time you have opened the game. After that you are completely free of Google if you want to
Headstart just got Better!
It has been a wonderfully tiring week for all our team. Except Oz, he was on vocation drinking margarita and dancing under sun shine!
Anyways, we have made some great changes around the galaxy.
First and biggest of them all is that we have upgraded the HeadStart.
Before
> You could use it to reach level 2 if you had 2500 Stardusts.
Now
> Headstart now has 3 different levels.
> To unlock a new level of headstart you should reach the corresponding level in the game. For example to unlock yellow Headstart which takes you to the Soul Nebula, you have to reach the Soul Nebula at least once.
> After unlocking more than a single level; which level you can use and how much you are are going to pay will be determined a very small mini-game.
Not interesting changes;
> We have killed a lot of bugs recently. Yes we are horrible people.
> Pickups now increase you combo.
Awesome games no problems
also its featured on android authority !
http://www.androidauthority.com/save-the-comet-review-415570/
Biggest Update Since Launch and BETA!
Hello Everyone!
We are very excited to launch the biggest update we have prepared since the launch of the game!
This update will cover a lot of feedback from you guys!
If you want to test everything right now! Just follow instructions HERE for beta!
Even Faster Restart!
First and most wanted change was a faster way to restart the game! Now we have moved OneShot menu inside the game for a faster restart experience!
Better Achievements!
We have created a new notification system for achievements! Tapping on objectives button will directly take you to the latest achievement!
Bad News!
Planet’s now need to be explored before you can able to see them!
Leaderboard for Everything!
We have heard your screams and now implemented Google Play Leaderboards! Many Of Them!
Fancy for a test drive?
Be our guest : http://savethecomet.com/presskit.php?#howtoinstall
We are preparing a new surprise for you! Can you guess what it is?
Go and download Save The Comet - Gravity Run today and get your free Pumpkin Comet and Pumpkin Tail!
This offer is available until 09.11.2014
Great Game!!!

[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][2.3+] Gravity Beats (action/puzzle)

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GET Gravity Beats on Google Play
• FEATURES •
★ Everyplay support. Record replays and share them with the community!
★ Over 30 achievements, each of them is rewarded by Google Play experience
★ More than 20 unique and challenging levels
★ On-going story about Prophet's adventure
★ A Global Leaderboard and individual scoreboard for each level
★ Real gravitation on difficulties normal+
★ Day-Glo unique neon graphic design
★ Dynamic music
★ Lefty support
★ Three levels of difficulties
★ Undiscovered bugs
★ Multiple language support (EN, DE, RU, UA, PH)
"Imagine moving around a standard platforming game with the look and movement mechanic of Asteroids.
That's Gravity Beats, a title that challenges you to pilot a tiny ship around a complicated environment.
The controls are simple, just vector and thrust, but thanks to the variable level design
you'll constantly be discovering new things." ©AndroidPolice
Main post updated with a challenging video.
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Good game
You made really good game.
The music is stuning and fit for gameplay
Thanks for support guys.
navYgor said:
Great game, but not easy...
I like the graphics and the idea, but a touchscreen is not really the best way to control such a game. I'm lacking a gamepad
navYgor
Click to expand...
Click to collapse
Hmm I see. Game is playable on keyboard, but I wasn't implementing gamepad support yet.
Which one did you try by the way? I will be looking at this in some of the next updates.
Also, we are giving away few promo codes for no-ads unlock,
let me know if you guys are interest in getting one.
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
I think the ads are important for you to be retributed for your work, we can live with it
I don't use any gamepad, I just think that some games are needing pads, some are not. But if you find a gread gamepad and relatively cheap for mobile, I'm also interrested
navYgor
Heh, thanks for a kind word. But that's okay with ads, that's a limited promotion.
And I see your point. Well long time ago controls were looking like this.
So it was 4 buttons, compared to
Just a button "Stabilizer" and analog stick for moving in directions.
The tricky part here, that peoples are missing that it's actually the analog
and you can control the ship speed by moving it just a bit or further from the center.
Controls became more simple after that update. But if you think game should
have the support for both, I could consider bringing them back, and make a switch in the options.
Though it will take a while as I got rid of them, and the mechanics were remade for the analog support.
We also have promo codes for Golden Ship, if you don't need no-ads unlock.
Golden Ship is a feature that unlocks your cargo hold,
so you can transport 2 data discs at the same time!
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
navYgor said:
Hey, now that you say it's analogic, I'm a lot more accurate in my controls !
navYgor
Click to expand...
Click to collapse
Oh, I see! Hmm, guess I should totally explain it somehow in the tutorial,
as it seems to be not clear at all. Thanks.
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Scianthrope said:
Nice work! I really like the neon style of the graphics. I found it tough to get to grips with the controls for a few minutes. Had to switch to lefty despite being right handed as the left analog just feels more natural to a gamer like myself. One thing that bugged me slightly was that in a lot of the levels starting out, the left analog position makes my thumb obscure a large portion of the starting area and can make it tricky to judge speed. It's quite easy to drag the control too far and go nuts into a wall nearby. I personally would have found it a bit easier to manage if the positioning of the directional controller wasn't fixed, liked it appears on the side of the screen where you first touch it so that any obscuring could be kept to a minimum. Great job all the same. I'll definitely play it some more and throw up a review on Google Play at some stage.
Click to expand...
Click to collapse
Thanks for the detailed review, appreciate it. Lets see, I didn't have much tests on the lefties part, as support for them came out just recently,
tho I passed the game few times on my 7 and 10" tablets and didn't find any issue, but I believe you played on phone with lower display diagonal?
Do you remember in what level you experienced that issue? Yeah, that was an issue in levels 11, 15 and 18 for right-handed controls. Which was
fixed in the recent beta update 1.056. I can drop you the personal link for it, if you want. It has a lot of changes balancing the levels from 1 to 10
and 16. The whole update from the roadmap isn't finished yet tho it's not yet on the google.
Also the part about "Dynamic Joystick", when you can tap wherever on the screen and analog appear. Well, we tried it, and got rid after tryouts
for the reason of adding huge unplayability if you play on difficulties NORMAL and higher. I'll try to explain what I mean. NORMAL+ has gravity,
so it's a totally different game, basically when analog has a static position - you can tap at the middle of it (between the center and furthest part) and have about 50% of the speed boost,
which is good and easy to get used to. But if analog isn't bound - then no matter where we press -> it appears -> we have no ship speed add -> and we keep falling down due to
the gravitation. Hope I was clear on this part.
Would glad to hear more from you, thanks.
I think it was levels 2 and 4 that I noticed the problem for me first, although I do have a habit of going further than the bounds of the analog stick so that was likely what caused my thumb to obscure the level and I initially set the size to the middle setting. It was less obtrusive when I set to the size to smallest. I started in normal difficulty so I've only played with the gravity active so far.
You're correct about the different diagonal size, I'm mainly playing on a galaxy S5 but I think I've gotten used to the controls a bit more now, less inclined to stray beyond the analog boundary. I tried it on my Nexus 7 and didn't experience the same issue. Using the lowest size setting, it looks like on the Nexus 7, the movement analog takes up roughly 1/3 of the screen height but on the S5 it's a little less than half the screen height so it's taking up more space relatively speaking on the slimmer aspect ratio.
I get what you mean about the dynamic joystick too. The way I meant was that I could touch an area with little or no level obstruction and keep my thumb down on that area to make small adjustments for fine control but I guess a lot of people would "let go" so to speak. You're probably right about leaving the joystick fixed as it would cater to more people than it would hinder.
As for the beta, I'd be more than happy to download it and play around if you'd like some more detailed feedback on it prior to full rollout.
Oh I see so you changed the size of the joystick as well, yeah that's really untested thing.
And I got into extending the boundaries of the level (camera anchor) on the right side of the map,
just because friend of mine tried the game on his 4,5" display and as stick was pretty small,
he extend it to the middle size same as you did. And his thumb was just on top of the ship,
same stuff that you experienced. Should be looking into this issue for the controls for lefties later on for sure.
And maybe even thinking on making "Lefty" checked by default when user just installs the game,
as it's easier in case of switching shields so you still can keep your ship "on fly" and switch them.
There is also a trick to switch them being in the Scouter mode. The hint itself will be in the "hints section" on one of the next releases.
Yeah, Nexus 7 can be called perfect machine for this game, me and the other friend of mine (you can see him playing in the
video on the main post) on Nexus 7 as well. Really decent tab for achieving pretty much best controls response and very
nice productivity as well, FPS always keeps at over 40 with Bloom turned on of course, without Bloom -goes to 80-100,
yet it's hard-capped now at 60. But S5 should be having even better frame rate. You can check the FPS somehow just
by watching at the amount of time passed since level start "35 sec" if the text color green then current FPS is over 50,
yellow 30+ and red if below that.
Alright I just compiled the newest build 1.057 and will be sending it to you in a second.
Thanks a lot.
night020 said:
thank you verrry much
Click to expand...
Click to collapse
Thank you for trying the game.
Gravity Beats【1.060】 .•*¨`*•✿ hot update #2 ✿•*¨`*•.
Another hot update for Gravity beats is here!
【1.060】 .•*¨`*•✿ HOT UPDATE #2 ✿•*¨`*•.
★ Everyplay support. Record replays and share them with the community!
★ Level End screen and restart window were redesigned in Full HD
★ NLab™ news (section where we will be informing about updates and events)
★ Levels from 1 to 10, 14, 16 were solidly rebalanced
★ Doors are opening almost twice faster now
★ Gravity Beats videos playlist added
★ Loading indication added
★ Stabilizer now goes green when above platform, even on HARD
★ Game now will be saying if there is update available
★ New Game Tips added
★ Usual doors now opens wider (2.9F -> 3.3F) and their position were fixed
★ Draggable object extended on the X axis (scouter now more precise on edges)
★ Camera anchors in levels 11, 15, 18 and 21 were fixed (prevents analog to be on top of the ship)
TL;DR
- Levels from 1 to 10 also 14 and 16, was redesigned and simplified compared to v 1.051
- Everyplay support. You can now record replays, watch and share them with the community.
To turn ON replay recording goto OPTIONS and make sure you checked the "REPLAYS" check box,
after you did so, it will prompt you with another window about when to stop the recording
on crash or on the level end. If you choose on crash it will still record till the level
end if you didn't crash. But it's the best options for all those best moments that we always missing.
-In menu you can now find YouTube button that will lead you to the currently featured video,
or if you already started some level than it will lead you to the level you are currently in.
Screenshot on how to use recording:
Your game has nice idea & great sounds. Very nice !
Nice game.
Hey guys. Another update is here; which is bringing on the beginning of the Prophet's adventure!
【1.068】 .•*¨`*•✿ Eilos : The Story mode [Part 1] ✿•*¨`*•.
★ An expansion that brings story mode to the game, as well as refined tutorials
• Meet new heroes and follow the story, to figure out what's going on.
• Levels from 1 to 5 are currently affected
★ Player look is now matches with the game icon
★ Levels switch to balance the difficulty curve (levels involved 5, 6, 7, 9, 10, 11, 12)
★ Shields now are turning ON automatically upon replication
★ 30 FPS cap has been turned ON by default
★ EilosEngine (dialogue engine - actors, sound effects, animations, events)
★ Bugfixes and new bugs!
Thank you so much for all your tips.
They help to bring perfection to this game in the way I didn't see before!
Contact: CLICK
GET GAME!
Smart game!
Interesting game with cool game mechanic!

[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_previous": "Previous",
"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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