[GAME][2.1+] Minesweeper: Unlimited! v1.1 - Android Apps and Games

Ok, now here you are and asking me if there are not enough minesweeper games around the planet - i say no, mine is the best and that's the end of it just kidding (but it is..).
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First of all, this Minesweeper Game runs on a hexagonal Layout (as you can see) - nothing really new so far (but i really love hexagons, can't tell why) but this is not ordinary Minesweeper, no it's unlimited Minesweeper - and that's what it is: unlimited! You can have every board size you wish .. or as much as your memory can hold to be honest. I admit at the moment it is capped with a maximum of 9999x9999 fields, which is enormous huge.
Here you can see a small video of the game in action:
Screenshots:
You can scroll, you can zoom (pinch to zoom) and it has Fast Reveal:
If you flaged all bombs around a Number field - just tap the number field and it reveals the adjacent pieces - (like minesweepers know) - so you can just enjoy the game.
There is a free Version available:
https://market.android.com/details?id=com.rnet.minesweeper.free
It's the whole game, but without autosave (or save at all) and without highscores. No Ads at the moment (because it's xmas) but maybe I will Ads later .. don't know at the moment. (I need food and so, you know )
And there is the full version - which is supposed to support the developer (me) - it has autosave on close/pause and stores local highscores for each board you play.
I wanted to add a global highscore system, but i am not sure what to take, maybe i make one myself or I will implement .. scoreloop maybe? I am just concerned about permissions, I dont want to spoil the gameplay by implementing features which turns the players off But i have to say, that - say scoreloop - truly will have some marketing benefit .. What do you think about it?
Please try my newest game and let me know what you think. The game is ready for all android devices (>=G2) and all screen resolutions - it should perform well, because even in the emulator(!!) it is playable.
PS: I haven't found out if "Minesweeper" is truly a trademark or not .. really, I have no idea .. hopefully noone will sue me (here on my little island) ..

some feedback:
my suggestion is to allow players to mark a flag by long pressing a spot. Having to click the flag on top gets tedious after a while. I would default a short press to 'digging' and long press to a 'flag'. Make it vibrate when a flag is placed so we know when to let go.
just a thought.
regarding scoreloop, I dont care about a global highscore list. Often times, they're littered with cheating scores and never get any attention because of that.

there is normaly no need for switching flag/dig mode because if you flagged all bombs around a number, just tap the number to reveal adjacent fields - works perfect and fast ;-) (if you flagged wrong the bomb will revealed of course)
Forgot to vibrate .. will add this in next version ;-)
I was concerned too with cheating the scores .. that's why I consider doing my own highscore server ... because not so popular it would not as fast cheated ..

wow. nice game. lv it

I love to hear that
Seems to work fine on all devices out there

reiti.net said:
there is normaly no need for switching flag/dig mode because if you flagged all bombs around a number, just tap the number to reveal adjacent fields - works perfect and fast ;-) (if you flagged wrong the bomb will revealed of course)
Click to expand...
Click to collapse
i hear what you are saying but in that case, you're forcing people to use that method to solve these puzzles. I dont do it that way, never have. I like to mark one or two, then dig a bunch.
just a suggestion, thats all

If you dont release the finger the game triggers that as scroll mode .. I find that important otherwise it would be possible to accidentally open a field while scrolling ..
Car manufacturers are forcing people also to use the steering wheel instead of turning wheels by hand .. just kidding I will have a thought about it ..
hmm .. at a very first approach in that game I was thinking about a little trigger zone in left bottom corner (like a gamepad) where you can use your your thumb to override .. maybe i implement something like that? so to temporarily switch the current mode as long as your thumb is down.
What do you think of that? Have to implement sort of options then, so user can choose in which corner this zone should be (left/right handed players)

nyydynasty said:
i hear what you are saying but in that case, you're forcing people to use that method to solve these puzzles. I dont do it that way, never have. I like to mark one or two, then dig a bunch.
just a suggestion, thats all
Click to expand...
Click to collapse
yeah, me too. i'll give a whirl though.

love minesweeper, plus the new style

Update v1.1
GOOD NEWS!
First update of Minesweeper: Unlimited! is out.
First of all, now there is some soundfx and also the vibration as suggested
Also, for all guys who dont like the Fast-Reveal Feature, i have implemented a new function which allows you to play fast even u dont want to use fast-reveal:
Take a Look at the all new Thumb-Switcher!
In the (all new) settings-screen - where you also can turn sound and vibrator on or off - you will also find to activate the Thumb-Switcher!
Once activated you got a little zone right where your thumb is - left/right bottom of the screen. If you press it with your thumb you temporarily switch the mode as long as you hold down your thumb!
This way you can use your favorite Mode (Dig/Flag) and just switch it while holding your thumb down.
So, if you like to do digging, just go with dig mode and if you have the opportunity to place a flag, hold down your thumb, place the flag and release the thumb - you are in dig mode again.
I hope this new feature will add a great experience for some users. The update is just uploaded to Market and should be available soon all over the world.
Have Fun!

This is awesome as hell. I left a review in the market.

Many thx for your review!
hmm .. I tought about High-Res Displays coming up now like the nexus .. is it too small?
If you like I could allow zooming IN .. I turned that off because it doesnt look very nice (pixelates) but should improve gameplay on high-res-displays.
Maybe I can deliver high-res-graphics too ... so it looks nice even when zoomed in .. hmm

Related

[GAME] Horror Run! A new game we published just now.

Hey everyone.
We're currently working on a cool little game, first version is already out in the market. It's called 'Horror Run!' (name is a bit meh, but it works..).
There are a lot of ideas floating around to improve the game and we'd like your help for more ideas!
You can read about the game in our blog, or download it from the market to try it out (it's free).
Let me know what you think, any comments and criticism are welcome, and the negative are surely better put here and not in the market itself
We're especially looking for ways to make it more addictive and a bit more versatile. Right now a global high score system is our first priority for next version
But any idea is welcome, and if you like the game and think something is missing don't hesitate to post
Thanks!
========================
UPDATE: An update was just released to the market. It adds OpenFeint support for global leaderboards - we feel that was the most sought after feature so we used the (very) little time we had to work on that and it's finally done.
Again we're like to thank everyone here at XDA for supporting us and downloading the game, as well as providing invaluable feedback. keep it up
========================
This is our blog
Some screenshots:
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300 views and not a single reply?
Some feedback could really help us improve and let us start and keep a stream of quality material into the market....
i'll check it out at the market and i'll get back to you later on...
downloading now will report back.
Downloading and will try..
Really fun game!
G2 Rules!
I cant figure out the controls it wont allow me to jump over the "demons" ive looked at the tutorial twice and still no luck
jonny68 said:
I cant figure out the controls it wont allow me to jump over the "demons" ive looked at the tutorial twice and still no luck
Click to expand...
Click to collapse
u can actually do double jump by press jump twice.. or jump+roll to make it dash while jumping.. u can also try double jump and roll which usually result in suicide..
nitzanj said:
300 views and not a single reply?
Some feedback could really help us improve and let us start and keep a stream of quality material into the market....
Click to expand...
Click to collapse
it's an okay game.. definitely not 1st of its kind but the added graphic makes it nicer than some others similar game.. but the problem is its getting pretty boring after awhile... maybe u could give more type of obstacle like consecutive "double demons" or add obstacle that needed to be double-jumped to get through. or u can make a combo obstacle that won't allow the player to relax (after roll then the player must quickly jump then follow by double jump or whatsoever). of course it should be after a while the game started to added more difficulty...
i'm thinking an extra dash button would be nice to add.. adding more possible gameplay. so jump+dash would replace jump+roll.. jump + roll could be another action (such as immediately roll after jump). well, i'll leave it to ur imagination =p...
Great graphics but gets tiresome for me cause I keep dying
One touch and dead from a bat is a little harsh but the game is very challenging, lol. Really good job though just not my preferred type of game.
Downloading it now on my Galaxy S!
Awesome game, has a lot of potential. Runs great on my phone and graphics are good, only thing i'd change is the Menu graphics, make it a bit more pro .
But still, for a first release i'm impressed. I would change the 1 hit 1 die rule too, and add more levels/maps/objectives etc.
It's so fast I keep dying so quick lol
Fun game - good graphics.
Took me just 2 tries to figure out the controls. Not the most obvious icons, but they are in a obvious location ;-)
Looks awesome i will try it
Similar to Free Running (search Market) but more challenging and has more features. Also like Robot Unicorn Attack (see Facebook/Adultswim, I'm addicted to this game) in terms of game play.
Suggestions: background sound, sound effects, balance the game a bit (in terms of difficulty, sizes of enemies)
Downloaded the game.
First impression was nice graphics !
Personally i think the gameplay is to quick, i keep dieing, maybe a easy - normal - advanced setting ?
Your Game is ok but noting pretty special but it runs pretty fast on my Milestone 2.
Besides what about adding items e.g run faster or invisible.....
looks great and runs nice, im sure you will work out the little things, i wish i could program in java, my games would run much smoother, lol ive been using appinventor, i can get them to look pretty god, but gameplay sucks balls
Downloading now will report back soon
Phew, lots of comments after the nothingness of the first couple of days
Thanks for all the replies, great feedback, this is just what we need!
To the actual points:
I didn't realize it was that diffucult, I guess when you're the one making the game things seem easier
And Of course I'm well aware that the thing is repetitive to the point of being almost mundane - This is indeed a first version and a form to 'test the water' sort of speak. There are several ideas cooking to make it a bit more diverse.
Some things that will definitely make it into future versions:
1) Multiple lives before game over (already working)
2) Make the starting speed a tad slower (already working).
2) Add an easier difficulty level (probably main/only difference will be the starting speed to be even slower).
3) global highscore system using Feint or the likes, to make it a bit more social (Probably separate board for easy/hard).
Things I want to add if I overcome some obstacles (silly pun intended ):
1) More enemies and background pictures. Currently I'm having some memory and performance issues, trying to work it out. Might switch to OpenGL
2) Achievements, using Feint system probably - things like get 10K points without rolling a single time, get 10K points w/o collecting a single treasure item, get 10K points while collecting every single treasure item etc.
3) Bonus with special effects. Right now I'm thinking a shield and a special fly mode, but we'll see...
I'll try to professionalize the menu, but it's not easy when graphics it's not your profession
I'll release partial updates in the following weeks (at least the lives and easy mode are already mostly implemented so they could easily make it).
Hopefully the part time job and being a full time student won't hinder the progress too much and I'll be able to get some more meaningful updates soon after the exams are over (i.e. near the end of February).
Thanks again for all the input!
Really like the game, really addictive to break your own score, currently at 5030.
Works very well and stable, doesn't lag at all!
really like the sounds in the game.
Maybe an online scoreboard would be a nice feature?
I'm also wondering in what language this is programmed, just in Java with like a game development SDK?
Keep the games coming!!

[GAME][2.1+]Robo Miner

Please visit http://www.reiti.net/robo-miner/blog to view recent changes and update news!
Well guys! After some days with heavenly coding to make the game ready for a release - it's finally done!
The first version of Robo Miner is out!
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You all know these games where you dig down to find treasures, ores and gems? Well, here's another one!
You are controlling a robot which digs for you. Simply tap in the direction the robot should go and he will do that - if there is a block in the way the robot will dig through it. That only works on mud-blocks - stones cannot be digged but if you dig away the mud underneath a stone block, the stone block will fall down and maybe crash you, if you are not fast enough to run away or place a support bar!
Your target is to find the ultimate gem at the bottom end of each mine. Once found, you can approach to the next, even deeper mine! On your journy you will find many different money-bringing things, like ore and gems.
To master all the challenges, you can buy upgrades for your robot. More battery, a fast drill, more storage or better sensors, to see more fields around you!
The game autosaves itself, so don't worry to lose your progress
I hope you have a good time playing this game
The game is available on android market, slideme, amazon and getjar .. some of them need some time to approve the upload so be patient
Great job. Super addicting.
Sent from my GT-I9000 using XDA App
Update 1.1 is out!
Recently we added support for Keyboard Dock - so you can use the arrow keys to navigate and spacebar to set a pillar.
Also new in 1.1 are "Mystery Fields" - you can find money in them, ladders, pillars - even free upgrades can be found (but rare)
Hope you enjoy the game!
ooook Update v1.2 is out!
This is a bigger one - the game now features an inventory where your robot can carry special items he find on his journey.
The first findable items are - of course - Dynamite!! In 2 different types. You can find this items in Question-Block (with some luck)
Well, Dynamite destroys simple everything - except the robot, which is a bug *g* I will fix that tomorrow.
Everything else gets destroyed: stones, mud, ladders, pillars, questions .. ok, the Ultimate Diamond is Dynamite-Proof (I think diamonds are?) but you need to watch out where you use dynamite.
You will not gather anything from bombed fields - so if you blow up some ore, you will not get it - same for question marks. Also every rock field above the bomb area will come down.
If you lose your robot, your inventory is gone too - so be careful with your little robo ;-)
I tested this new features very long, so I hope everything works how it is supposed to work.
Have Fun with the new Version!
Update v1.2.1
From now on the Robo has an Auto-Climb Feature.
While standing on a ladder, just tap and hold in the desired direction and the robo will follow the ladder until its end.
Finally that feature is in, so with the use of dynamite you can now build really deep shafts and use the Auto-Climb Feature to get fast around.
Hope you enjoy it, have fun!
Update v1.2.2
from now on, you can view the recent changes ingame, when a new version arrived.
also some changes in balance on item-finding - you can now find multiple items in one qustion mark field.
Update v1.3
Yes, it's done - v1.3 is out!
Biggest change this time is the ability to use different save slots. You have one slot on your phone and 2 extra slots on your sd card.
Feel free to transfer your savegames over different devices - it should(!) not be any problem with that.
Please be aware, that we made huge changes in the code, so it is possibly that something will not work as expected - be kind and report any issue, so we can solve it as fast as possible.
We also switched the buttons for ladders and pillars - just because on very small devices the advertisement is too big and players were not able to push the pillar button which is very annoying.
We will surely come up with a better solution for this problem in the future, hopefully this first change help most of you out
Update v1.3.1
small bugfix:
force close when clicking between slots on new game screen
Really awesome work! Congratulations!
btw, which language was used to develop this game?
does anyone ever remember the game Crystal Mines for the original NES?? these two games are a lot alike. i miss that game. i used to play it for hours and the levels seemed endless! someone needs to port that game over!
Isn't this just an copy of the game gem miner?
Just with another character
Sent from my GT-I9000 using Tapatalk
This game is written in java and uses libgdx (libgdx ftw!) as graphics engine so it would run also on desktop if I would release it
and please it's not a copy of Gem Miner (which is a good game too!), like android is not a copy of iOS. This game was inspired by multiple other games and I am sure there exists many other games which have a similar gameplay. Maybe some of you remember Boulder Dash? C64? Or Motherload? Even Minecraft or Terraria
I also made "Minesweeper: Unlimited!" - yea, you guess it, I copied Microsoft!
Currently I am developing an RTS and I bet, when it's finished, some will say it's a copy of Black&White or whatsoever
I appreciate the work of others a lot but please don't depreciate the work of building up something out of an idea by calling it a copy.
Robo Miner has no clear ending (each mine is even deeper than the mine before) it is very simplistic - I am pretty sure, that there are very different feelings about the gameplay. Personally I aim for building the perfect shaft until I find the diamond. You need to think in advance when using Dynamite and so on. FYI: At the beginning of development Robo Miner had hexagonal fields.. but that wasn't ideal for such a game.. (I love hexagons)
I am thinking of new features for Robo Miner too - in the future I want to integrate more statistics, how much fields digged, max depth, diamonds found and such things and set up a little highscore server by myself where someone can compare his progress with others - maybe there will be unlockable features like a jetpack (sort of jump) or increased fall-down capability - who knows, nothing sure until now.
By the way: I want to thank Jase Glenn for writing a review of Robo Miner
It looks very nice, which game engine that you are using?
Sent from my GT-P7510 using xda premium
I use libgdx as graphics engine
Fun game, frustrating sometimes... but fun
Great work, hopefully you'll add more features soon
sorry if this has been reported.
if you are in the middle of doing something in the game and you lock your device, when you unlock it, the game is not in pause mode, but it loads your last saved game :| i find that kind of frustrating.
great game otherwise
(plz never be sorry about reporting an error, I am happy to get know of it )
but yes, this error was reported yesterday already - the game gets restarted when your devices gets locked and you unlock it again.
I cannot do much about it (libgdx recreates itself) but I could stop the device from going to sleep mode - would need 1 more permission to do that. So the game would tell android to not shut down CPU and/or screen (still trying to find the best solution).
I am not sure what happens, when a call gets in - anyone tried that? game should(!) pause properly (it does when clicking home button)
reiti.net said:
(plz never be sorry about reporting an error, I am happy to get know of it )
but yes, this error was reported yesterday already - the game gets restarted when your devices gets locked and you unlock it again.
I cannot do much about it (libgdx recreates itself) but I could stop the device from going to sleep mode - would need 1 more permission to do that. So the game would tell android to not shut down CPU and/or screen (still trying to find the best solution).
I am not sure what happens, when a call gets in - anyone tried that? game should(!) pause properly (it does when clicking home button)
Click to expand...
Click to collapse
when call comes in game loads latest save game... At least on my phone... Htc sensation.....4.0.3....
But game is wicked.... I am playing it all day... Its perfection in its simplicity... When my GF asked me what am I doing... I just said... Digging... Digging and more digging ;-)...
Keep up the good work...
Sent from my HTC Sensation
I have to fix that - it's not tolerable to lose game progress, because a call comes in. I also dont want to block incoming calls.
But give me some time because I need to do some testing for this, especially finding out what exactly happens
I played this for about 5 hours last night!! keep up the good work dude

[GAME][2.2+] Pipix – free puzzle game (multiplayer supported)

Pipix is a small puzzle game I have done. It’s a combination of the two classic games Tetris and Plumber. It’s doesn’t contains any ads and is completely free.
The game has Google Play Games integration, which in practicable means that is has support for global leaderboards, achievements, multiplayer etc. Currently the leaderboards are a bit empty; if more joins it will make me happy .
The game is available at Google Play. I hope someone enjoys this. Let me know what you think about it.
Nobody tried this?
Before I made my latest release I have a small numbers of downloads every day, but now it’s almost zero . Has anyone expired the same?
Link may help: https://play.google.com/store/apps/details?id=com.pekspro.games.pipix
Cool & new type of game and nice UI :thumbup: (as i dont use google service i cant join leaderboard )
im just missing a pause button /edit ok its there but when i go back (press back button) it directly goes to shutdown dialog instead of pause. (Galaxy S2 / AOSP 4.2.2 SlimRom / Dorimanx Kernel)
One time pushing back:
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Press abort then pause screen appears:
SlimBean|i9100¬Tapa2
its nice game!
:good: i try it, not bad realisation. good time killer. apparently little views because of the fact that there is no direct link to the game and all too lazy to look for it in the search.
seem ervingeg
Thanks, I’m very glad a few like it . I just tried to make a descent game so if you think this is a “good time killer” I’m quite proud .
Currently I’m not allowed to post links, I'm quite new to this forum, but I will be better prepared next time. So thanks for posting a link for me .
Regarding the pause button, you could trigger the game by pressing the upper “blue box” (where score/level is) in the game. I totally understand that this is a bit obscure and maybe awkward, but I didn’t have a better idea when I developed the game . You could press the home key, this will also pause the game so you could continue later (several days later if you want to).
Thanks again for your feedback
7th!
And its a nice game
Greets
Sent from my C2105 using xda premium
Cool game. Thank you!! :good:
Real fun game, OP!!!
Downloading, seems a fun game. Thank you
Sent from my GT-I9070 using xda app-developers app
pekspro said:
Thanks, I’m very glad a few like it . I just tried to make a descent game so if you think this is a “good time killer” I’m quite proud .
Currently I’m not allowed to post links, I'm quite new to this forum, but I will be better prepared next time. So thanks for posting a link for me .
Regarding the pause button, you could trigger the game by pressing the upper “blue box” (where score/level is) in the game. I totally understand that this is a bit obscure and maybe awkward, but I didn’t have a better idea when I developed the game . You could press the home key, this will also pause the game so you could continue later (several days later if you want to).
Thanks again for your feedback
Click to expand...
Click to collapse
I only got to play twice so far, so if this feature exists and I'm just an idiot please excuse me.
Is there any way possible to have a save state feature added? There are times when I'd like to play but have to take breaks (i.e., mother nature, screaming kids, boss walks in the room etc.). If so, thanks!
TheAltruistic said:
Is there any way possible to have a save state feature added? There are times when I'd like to play but have to take breaks (i.e., mother nature, screaming kids, boss walks in the room etc.). If so, thanks!
Click to expand...
Click to collapse
Isnt "pause" exactly what you searching for?
You quoted it by yourself (or am i the idiot who doesnt get it)
pekspro said:
...
Regarding the pause button, you could trigger the game by pressing the upper “blue box” (where score/level is) in the game. I totally understand that this is a bit obscure and maybe awkward, but I didn’t have a better idea when I developed the game . You could press the home key, this will also pause the game so you could continue later (several days later if you want to).
...
Click to expand...
Click to collapse
Ok thanks for info - but i would suggest to pause with "back" - button (one hit) and exit (two hits), if its possible.
SlimBean|i9100¬Tapa2
leechseed said:
Isnt "pause" exactly what you searching for?
You quoted it by yourself (or am i the idiot who doesnt get it)
Ok thanks for info - but i would suggest to pause with "back" - button (one hit) and exit (two hits), if its possible.
SlimBean|i9100¬Tapa2
Click to expand...
Click to collapse
Ah I should've been more specific. If the app is killed by governor or you reboot your device you lose your progress.
TheAltruistic said:
Ah I should've been more specific. If the app is killed by governor or you reboot your device you lose your progress.
Click to expand...
Click to collapse
Aha, that’s an interesting point. If the OS decides to kill the process to release some memory, it should be restored properly when you start the game again. But maybe that’s not what you mean with “killed by governor”? Is this like when you kill the application manually (cause then it will not restored)? This is something that could be solved but I’m not sure I will add it .
leechseed said:
Ok thanks for info - but i would suggest to pause with "back" - button (one hit) and exit (two hits), if its possible.
SlimBean|i9100¬Tapa2
Click to expand...
Click to collapse
Oh! You are absolutely right! Why didn’t I design it like that ? It should be a really small change to do; I will include this in next release. I’m feeling a bit embarrassed cause I haven’t been happy how the back key currently works, it’s has felt “wrong” but haven’t been able to figure out what it was .
Not bad, cool background! Tested on LG P970.

[GAME][FREE][2.3+] Cell Motus Puzzle

[open source][free][no ads][puzzle][game] Cell Motus
Simple puzzle game. Tap cells to move them to the right color circles. Tutorial included.
Download Cell Motus From Google Play
[armeabi][armeabi-v7a][x86][2.3+] .apk (attached)
phone/tablet shots
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gameplay video
https://www.youtube.com/watch?v=HF4rmMbQckk
[win32][macos][andorid][ios][ubuntu/debian][fedora/suse]
http://time-flask.com/cell-motus
Have fun! Your feedback is highly appreciated.
* reserved
Ok, wow. This one's really great. I like the graphics, the mechanics, everything. Definite five stars. I just rated it. Dude, if I ever find a good way to market android games I'll let you know. It'd be sad if stupid games like Crossy road made it and yours doesn't. Whatever you do, keep marketing this.
Now for some suggestions. The writing in the tutorial is a bit small on my Samsung S3. I kind of have to squint to see it. Could you maybe work on the rescaling of the text?
Also , there's a few grammar mistakes you might want to fix. On the first phrase of the tutorial, you say a cell moves in one direction along a "straight" , but a straight is not a noun, it's an adjective. I think you should say it more like this : "A cell moves in one direction along a straight line ."
There's also a place where you say "More often than not Cell can not reach it's target" . You should say "More often than not Cells cannot reach their target" or at least " a cell cannot reach it's target" . "Cannot" is also more often used than "can not".
I think there's a few more places in the tutorial that sound a bit off, I could help you fix them if you want.
Good luck with your game .
Nemeean_lion said:
Ok, wow. This one's really great. I like the graphics, the mechanics, everything. Definite five stars. I just rated it. Dude, if I ever find a good way to market android games I'll let you know. It'd be sad if stupid games like Crossy road made it and yours doesn't. Whatever you do, keep marketing this.
Click to expand...
Click to collapse
Thank you! Tbh I have no idea how to market it, im just making forum posts .
Currently i'm working on an adaptive AI which will generate unlimited levels according to your skill.
Now for some suggestions. The writing in the tutorial is a bit small on my Samsung S3. I kind of have to squint to see it. Could you maybe work on the rescaling of the text?
Also , there's a few grammar mistakes you might want to fix. On the first phrase of the tutorial, you say a cell moves in one direction along a "straight" , but a straight is not a noun, it's an adjective. I think you should say it more like this : "A cell moves in one direction along a straight line ."
There's also a place where you say "More often than not Cell can not reach it's target" . You should say "More often than not Cells cannot reach their target" or at least " a cell cannot reach it's target" .
Click to expand...
Click to collapse
Issue has been added. Im going to fix it asap.
https://github.com/timeflask/CellMotus/issues/4
"Cannot" is also more often used than "can not".
Click to expand...
Click to collapse
My method to align text blocks I have to support all resoulions (game works on 320x480 <-> 480x320 galaxy ace just fine) and sometimes i use this great technique just for extending or shrinking text line. I do agree this is no good.
I think there's a few more places in the tutorial that sound a bit off, I could help you fix them if you want..
Click to expand...
Click to collapse
It would be great.
https://github.com/timeflask/CellMotus/blob/master/assets/scripts/game/tutorial.lua [321-600]:line
Ok, so I think these are all the grammar mistakes:
1) "usually, there are certainly\nmultiple cells (2, 3, 4 or\neven more). In order to succeed\nyou must put all of them to\ncorresponding circles. It doesn't\nmatter how you approach this,\nuse any turn sequence.",true)
-Usually there are certainly doesn't sound very good. Personally I'd remove that extra "certainly" .
- it's not put to circles, it's put on circles. And in this situation it would sound better if you used place on instead of put on, so it would be "you must place all of them on corresponding circles."
2) "I've nade a huge mistake..." - nade-made - typo error
3) "pusher can handle\nany number of cells" -> pushers can handle any number of cells
4) "arrows allows you to\nchange cell's direction." -> arrows allow you to change cells' direction.
5) "Let's finish this\nand let's move on" -> I think this would go better without that second "let's"
6) "arrow permanently\nchanges a cell\ndirection" -> arrows permanently change the direction of cells
7) "arrow never change\nits direction" arrows never change their direction
8) "arrow never moves" -> arrows never move
9) "cell can't jump\nover an arrow" cells can't jump over arrows
Nemeean_lion said:
Ok, so I think these are all the grammar mistakes...
Click to expand...
Click to collapse
Thank you many times over for the feedback. I've updated everything.
Yeah what a nicely done game . 3 thumbs up
Kudos!
Thanks for the positive feedback and reviews, guys.
v0.9.41b on Google Play
Cell Motus Puzzle Version 0.9.42BETA
* Tutorial font size has been slightly adjusted
* Fixed crashes and ANRs reported by Google Play
Cool game. Had the opportunity to review it last month.
Well done!
Great work and beautiful graphic
of course you'll excuse me! but I do not understand how to play it (

[GAME][4.1+] Ball Grind 1.0

Hello. I just published my first game on the Play Store. It's called Ball Grind. If you enjoy minimalistic arcade games like Color Switch, Super Hexagon or the ones by Ketchapp, this game is for you. But don't get me wrong, I made something original, there's no game that looks like mine on the play store. Feel free to to give my game a try, let me know what you think below .
Coming for Windows Phone and iOS soon.
Well, I'm not allowed to post links yet. You can find the game on the play store by searching "ball grind" (include quotation marks).
This is the icon:
{
"lightbox_close": "Close",
"lightbox_next": "Next",
"lightbox_previous": "Previous",
"lightbox_error": "The requested content cannot be loaded. Please try again later.",
"lightbox_start_slideshow": "Start slideshow",
"lightbox_stop_slideshow": "Stop slideshow",
"lightbox_full_screen": "Full screen",
"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
Description:
Your ball keeps spinning around each platform. Tap the screen at the right moment for your ball to jump from a platform to another. Be careful, as the game keeps getting faster and there are obstacles in your way. Your ball can only stay on a platform for a while, so think quickly.
The objective is simple, go as far as you can, but going far isn't that simple! Try to collect diamonds that appear in your way.
- Fast paced one-touch gameplay;
- 10 different balls to unlock;
- 4 difficulty levels : Normal, Hard, Harder, Hardest (sorry, no "easy"). Can you beat all of them?
Focus and precision are key here. Prepare to test your relfexes!
Screenshots:
First impressions: The blue text on an orange background is hard to read IMO, the icon peaks my interest.
After downloading: I denied you access to my photos, not sure why you need that. Looks weird that my in-game currency is off the screen on this menu. I don't really like the text you chose, and why isn't the "Exit" centered on it's button?
After Hitting play: Tutorial is straight forward although hard to read with given text and background colors. seems weird that you want me to hit "start" after successfully completing my tutorial, it should say congratulations and take me into game right away IMO.
After Tutorial: So I lost first level, curious why the level orientation changes after I hit replay? I assumed it should be the same exact level that I get to try again on. I like the SFX, game could use ambient music as well. I feel like the game really has no theme. Prices in store seem fair, I feel like I could easily save up for a skin if I was going to play your game regularly.
Final thoughts: I feel like this is a great start and you're really on to something, I could actually see the game being fun and addicting but right now you're missing the final polish. I feel like you should spend more time on the overall presentation of the game and take care in the way every little thing looks and try to imagine yourself in the shoes of a new player. Do some playtesting with friends and family to see what they think could be improved and ask for honest feedback. I come on these forums to offer honest feedback because I feel like that's what my fellow developers need! Please feel free to send me future updates and games for my opinion, always happy to help.
ALSO, pretty sure mods will remove your post because there is no link.. not 100%
Matt
EternalGameStudio said:
First impressions: The blue text on an orange background is hard to read IMO, the icon peaks my interest.
After downloading: I denied you access to my photos, not sure why you need that. Looks weird that my in-game currency is off the screen on this menu. I don't really like the text you chose, and why isn't the "Exit" centered on it's button?
After Hitting play: Tutorial is straight forward although hard to read with given text and background colors. seems weird that you want me to hit "start" after successfully completing my tutorial, it should say congratulations and take me into game right away IMO.
After Tutorial: So I lost first level, curious why the level orientation changes after I hit replay? I assumed it should be the same exact level that I get to try again on. I like the SFX, game could use ambient music as well. I feel like the game really has no theme. Prices in store seem fair, I feel like I could easily save up for a skin if I was going to play your game regularly.
Final thoughts: I feel like this is a great start and you're really on to something, I could actually see the game being fun and addicting but right now you're missing the final polish. I feel like you should spend more time on the overall presentation of the game and take care in the way every little thing looks and try to imagine yourself in the shoes of a new player. Do some playtesting with friends and family to see what they think could be improved and ask for honest feedback. I come on these forums to offer honest feedback because I feel like that's what my fellow developers need! Please feel free to send me future updates and games for my opinion, always happy to help.
ALSO, pretty sure mods will remove your post because there is no link.. not 100%
Matt
Click to expand...
Click to collapse
Thanks for your review. But it seems there's one thing I didn't make clear: Those levels you see after touching play are actually just difficulty levels, what changes from one to the next is the speed and the colors. This is about seeing how high you can score in each difficulty level. A difficulty level is considered "beaten" once you reach a score of 30 in each (just 20 for the hardest, because I think 30 is way too hard.)
The placement of obstacles is procedurally generated each time you play, that's why it always looks different when you retry.
This is not just about beating the levels, it's also about seeing how far you can go before you crash or miss.
Also, I didn't know my game required access to photos? I don't get that permisson request when I install the game.
Perhaps I should change the description of the game a bit. And yes, I will improve the UI .

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