Tired of robots, guns and zombies in tower defense games?
Want some pieceful and funny gameplay? Then try to stop all the fruits falling from the tree with cute animal towers. This light and funny game will take you in the challenging tower defense world mixed with some real physics and fun.
Features:
-- First tower defense game, which uses real physics to determine unit path
-- Game is very light and robust, should run on every device without a hang
-- Support for different screen sizes, from smallest phones to tablets
-- Small installation size
Download from android market for free (search: forest tower defense)
What do you think guys? What features should I do next?
Anybody???
Downloading now...
Gesendet von meinem GT-I9000 mit Tapatalk
This may help someone https://market.android.com/details?id=com.foresttd.free
beemasterz said:
Tired of robots, guns and zombies in tower defense games?
Want some pieceful and funny gameplay? Then try to stop all the fruits falling from the tree with cute animal towers. This light and funny game will take you in the challenging tower defense world mixed with some real physics and fun.
Features:
-- First tower defense game, which uses real physics to determine unit path
-- Game is very light and robust, should run on every device without a hang
-- Support for different screen sizes, from smallest phones to tablets
-- Small installation size
Download from android market for free (search: forest tower defense)
Click to expand...
Click to collapse
Ill check it out and give an update
Sent from my PG06100 using Tapatalk
Thank you!
Checking it out now.
The Path should Visible at all times.
wsstk said:
Checking it out now.
The Path should Visible at all times.
Click to expand...
Click to collapse
Agree. And maybe the positions where it's possible to build a defence tower as well.
1. Good point about path visibility! I will think about that
2. Different placement for towers may screw everything up and make the game too easy/unbalanced.
good concept..well done dev
Good game! Looking forward for next update.
In my opinion it's just barely visible on my Galaxy Nexus, cuz of the higher resolution. Even tho i have zoomed in max. Any chance you could do the maps 16:9 instead of what ever it is now (4:3?)?
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Sent from my Galaxy Nexus using Tapatalk
mrBira, thank you for the feedback!
The problem is that Samsung Galaxy S2 <screen-size> is treated as normal, although it should be treated as large according android specification.
large screens are at least 640dp x 480dp
normal screens are at least 470dp x 320dp
This is because those specifications actually start to work from version 3 of Android, and Samsung Galaxy S2 is version 2.3. So it just downoads the wrong apk from the market. Currently I am working on this issue. I think I will solve it soon, I will post here about it.
played it on an HTC EVO 3D - thoughts on this
1) rotate the screen, I could have seen the entire thing if it were portrait
2) disable vibrate on press by default
3) needs some sort of music
4) you have these upgrades for new critters, describe them more - I upgraded to squirrel with arrow and belt kind of ripped off.
5) randomly locks up, switches to black screen. I can get out of it just by pressing home, so it's not terrible. Have to force close some times, other times it will just exit.
6) needs more levels open by default
7) Just feels like the critters are a bit underpowered and the levels are a bit short.
Fun game though, looking forward to updates.
nice game. But it would be good to do a more clear help
I agree with the path visibility. You can do display it after a player clicks on an enemy.. em.. fruit Overall, I kind of like your game, because it has something original comparing to other tower defense games.
Also, application stays active after I exit it using back button and you have to kill it with task manager.
SnottyApps said:
I agree with the path visibility. You can do display it after a player clicks on an enemy.. em.. fruit Overall, I kind of like your game, because it has something original comparing to other tower defense games.
Click to expand...
Click to collapse
Thank you! Regarding path visibility - you can remember it from the start. At least for the first wave
And the first wave will show you the path for the second etc. etc. It's not hard to remember the path at all, this is my opinion.
SnottyApps said:
Also, application stays active after I exit it using back button and you have to kill it with task manager.
Click to expand...
Click to collapse
Application does not stay active. It goes to background. Because of that it does not consume processor power or other resources. The sound is also paused. This approach is good for all android applications and meets the guidelines. The operating system will kill the process if it needs more memory, you shouldn't worry about it. Just move it to background and forget about it when you done. This is absolutely OK, believe me.
And about a game:
New version is available on Android Market! New levels! Have a try!
look sweet, i give it a try
Don't know why, but the tower defense genre never gets old to me.
Very enjoyable, great work!
Cool! Good concept.
Related
Over the last 3 weeks I ported the lua code from Pax Britannica to Android. I used libgdx for that. I only implemented the two player mode so far. There are also some differences in the speed of the units. This is because of the smaller screen resolution and the so decreased distance between the factorys.
Pax Britannica is a one-touch real-time strategy game by No Fun Games. Two players battle it out underwater, struggling to be the last one standing!
How to Play
Select your ship to start a battle against the computer. Select two ships to start a local multiplayer battle.
Touching your game area (Left screen for player 1, right screen for player 2) spins the needle on the radial menu in the middle of the player's factory ship. The needle will only travel as far as the player's current resources allow. Resources (gold? seaweed? who knows!) accumulate over time.
Releasing the touch creates a ship that corresponds to the quadrant that the needle is pointing at.
Fighter: Small, fast and cheap. Great at chasing down bombers.
Bomber: Shoots slow projectiles that do massive damage to frigates or enemy factory ships!
Frigate: A great hulk of a ship that fires volleys of heat-seeking torpedoes. Effective against fighters.
Upgrade: Improve your factory ship to accumulate resources more quickly.
Ships you spawn fight automatically using the latest in artificial aquatelligence technology. The player who keeps their factory ship alive wins!
This is a complete rewrite/port of the orginal game available for Windows, Mac OS X and GNU/Linux:
http://paxbritannica.henk.ca/
made with libgdx
Market Link
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works very nice on my SGS2. ty!
Game looks interesting. No issues so far.
Does someone got a Motorola Defy? The Defy seems to have input problems... :/
Works well on my HD2. Very cool game. With some added multiplayer over the net would make it amazing.
Sent from my HTC HD2 using XDA App
works awesome on my Nexus One
Works fine on Nexus One GRJ22. Maybe our screen is a little small for this game, but that's all.
First time i've tried this game and I think it's great
I agree that multi-device multiplay would take it to a whole new level
No errors or anything so far.
This is really good, just needs better graphics
Realy cool game and works great on my desire. Need some level adjustment because it is to easy to win
Sent from my HTC Desire
I cant install on my nexus S... the market dont allow that.
Worked fine on Samsung Galaxy S but wasn't available on market for ZTE Light (V9 tablet)
What are the system requirements?
AsgardCurse said:
What are the system requirements?
Click to expand...
Click to collapse
It needs the following hardware features
armeabi-v7a, armeabi, android.hardware.touchscreen
ZTE Light (V9 tablet) is listed as a supported device. Don't know why it won't let you install. :/
Winterr said:
I cant install on my nexus S... the market dont allow that.
Click to expand...
Click to collapse
The Nexus S should be supported. There are 67 active installs so far for the Nexus S.
lmbd said:
Need some level adjustment because it is to easy to win
Click to expand...
Click to collapse
I will work on a stronger AI and local 4 player battles if I find some time.
Thanks for the feedback
bompo said:
...
Click to expand...
Click to collapse
I really like the game!
It's the most simple game (control-wise) I've ever seen but I just keep playing it
- Some kind of level system would be awsome (keep upgrades but harder or different enemies fe.). At the moment it's a bit repetative vs cpu.
- Multi-device MP sounds cool.
- Could you have 3 or 4 player/cpu battles?
Keep up the good work!
natious said:
This is really good, just needs better graphics
Click to expand...
Click to collapse
I don't have a graphics isue. The game looks good on my Desire.
Cheers!
Awesome port man. Maybe turn up the difficulty a little (same prob I have with the OG) but other then that perfect. 10/5
Fun game, really simple controls and is addictive!
I'd like to have it look nice on qHD screens though (for my phone), could you post the source for me to try doing that? Thanks!
Can it be posted on internet for multiplayer mode?
Sent from the world's fastest smartphone
I added a better computer AI in Version 1.2
Is it still to weak or now too strong? I will include a options screen where you can choice between different difficult levels at a later time.
Market Link:
https://market.android.com/details?id=de.swagner.paxbritannica
bompo said:
I added a better computer AI in Version 1.2
Is it still to weak or now too strong? I will include a options screen where you can choice between different difficult levels at a later time.
Market Link:
https://market.android.com/details?id=de.swagner.paxbritannica
Click to expand...
Click to collapse
I feel fine with this level of inteligence.
This tests your skill
Helm Knight is a 2D side scrolling action/adventure platformer, named after the helmet-headed protagonist. Help Helm Knight defeat the evil tribe from taking control of the magic crystals and bringing chaos to the lands.
Guide Helm Knight through 15 challenging levels by helping him run, jump, hack, slash and cast magic to avoid the various dangers that await him and secure the crystals to save the lands.
Fight different types of enemies which include goo-monsters, snakes, carnivorous plants, blobs, ice monsters and the evil tribal warriors.
Collect potions to replenish health and magic points.Collect gold coins to unlock spells like fire, poison and snow and make Helm Knight strong enough for the final showdown against the evil lord of the tribals. An option for tilt controls has also been included in case you experience trouble with multitouch on your phone.
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http://www.youtube.com/watch?v=yZe99gMpKmU
Helm Knight is available free on the android market. Please rate and comment.
Thanks
EDIT:
Market Links:
market://details?id=rnarang.android.games.helmknight
https://market.android.com/details?id=rnarang.android.games.helmknight
EDIT:
GetJar link:
http://www.getjar.com/Helm-Knight
Nice! Reminds me of retro games...
I just downloaded and tried it on my LG Optimus One...
It's quite satisfying actually, feels like an Action RPG, although its just a platforming game.
However, its pretty punishing at times -- kinda reminds me of Demon's Souls!!
And my phone has a semi-multitouch screen, so... it gets really hard to control, even with the accelerometer..
Anyway..
Thanks for a great game!
P.S. Gave you a 5-star rating on the Android Market
Thanks for the feedback and the rating
My only complaint is that it is pretty hard to see whats coming at you. The overlay of the attack/jump buttons are on the same level as the ground. I see that you can see through them, but I felt that wasn't enough.
I found myself hitting enemies without even knowing they were there, so I found myself moving a little forward and stopping, moving some more and stopping. Which I don't think is how you intended to have the game played.
I would suggest finding a way to handle this, maybe a different layout on the screen, right now it seems the buttons make up 30%+ of my screen(I have a G2). I notice some games make the buttons completely invisible after a time, reasoning being is that you learn where to press the screen. (although those games usually have less buttons then you do).
Overall it was a pretty smooth game, nice graphics and animations. Good job!
Thanks for your feedback. I'll solve this problem in the coming update.
Pretty frustrating game haha.
Could there be checkpoints in the game?
And sometimes when you get hurt and you're flashing, pressing the jump button doesn't execute the jump. I've died a couple of times to this.
Can I ask what game engine are you using?
soul3n said:
Pretty frustrating game haha.
Could there be checkpoints in the game?
And sometimes when you get hurt and you're flashing, pressing the jump button doesn't execute the jump. I've died a couple of times to this.
Click to expand...
Click to collapse
Hey thanks for your feedback. I have been asked to keep checkpoints by another user too. I'll try to do something about that. I did not notice the jumping while flashing issue before. I'll definitely look into that. Thanks for your feedback. Can you please leave a rating on the market if possible?
May I also know what phone you played the game on?
iynfynity said:
Can I ask what game engine are you using?
Click to expand...
Click to collapse
Hey. This is my own custom engine/framework
-I gave the game 4 stars its not bad for a free game, but the controls are kinda in the way while playing. It ran flawless on my glacier.
Sent from my HTC Glacier using xda premium
d12unk13astard said:
-I gave the game 4 stars its not bad for a free game, but the controls are kinda in the way while playing. It ran flawless on my glacier.
Sent from my HTC Glacier using xda premium
Click to expand...
Click to collapse
Thanks. Do you think that the in-game buttons are unnecessarily big on your phone? Or is it just that the layout gets in the way?
Right now the buttons scale along with everything else in game based on the size of the device's display. So on a tablet it would be really blown up and kind of far apart I guess.
I am thinking of keeping it a standard size irrespective of the device's display size. In other words, the in game buttons would be the same size on a huge screen and a small screen.
Just set the scale to half of its size then we'll tell you if it's ok. I like the graphics and sounds of your game.
I remember your mini games, now you're game is really well designed!
Sent from my SGH-T959 using XDA App
Thanks. Glad you liked the game.
hi there! i will try the game now but i think you're probably making a mistake when you ask people to rate the game at the market.
i'm saying this because i think it will hurt your future downloads. if people dont give the game 5*s because it is still buggy (i dont know if it is, i just saw some posts) others wont try it because of the lower feedback. I know it is crappy the way it works but i think you should try to send to the market the game as close as possible of final! =)
Good luck for the game and i will try it now!
maybe it just me or my nexus one but i have a problem :|
if i keep a arrow key pressed and i try to hit the attack button lots of times it will jump some of them :| i noticed it when i was trying to hit some enemies. again. it can be my mobile
i dont have much time now but i will try to test it more later
nutweevil said:
maybe it just me or my nexus one but i have a problem :|
if i keep a arrow key pressed and i try to hit the attack button lots of times it will jump some of them :| i noticed it when i was trying to hit some enemies. again. it can be my mobile
i dont have much time now but i will try to test it more later
Click to expand...
Click to collapse
Hey
Thanks for your feedback. If I am not mistaken Nexus One doesn't have "proper" multitouch along with a few other phones like LG Optimus One.
When you press multiple points on the screen there can be a misregistering of the touched points.
I did put in tilt controls in my game so that the game could be played on such phones although I won't say I prefer them. It was a kind of a late decision to add in the accelerometer controls and I'll admit the game isn't really designed to be played that way.
The graphics are messed up on my rooted Nook Color (CM7 nightly 172). There's alot of empty white blocks on the screen.
Too bad, it looks like a fun game.
I'll look into this issue. Thanks.
great game the only thing i find that you could change for future updates is:
once you reach the end of a certain level just continue on to the next one
and the controls i don't understand why you have up and down arrows i'm guessing they will be used alter on in future levels. (correct me of i am wrong)
but overall its a fun action rpg
Hey,
Thanks for the feedback. I am working on an update right now and yea i am going to put a "continue" to the next level button. I did not put it cause i thought maybe people would prefer to come back to the level select screen and then select if they want to go to the shop or maybe replay an older level. However I have been asked to keep a continue button by quite a few users till now so I will be doing that.
The up down buttons will be used to change the spells that you buy from the shop
I also thought it could be the problem from the multi touch. Still, i can play other games without problems that i remember. Maybe if rhe buttons could be a little further from each other
I also vote for a continue button at the end of the level.
Jack N' Jill is a retro one button platformer. Help Jack find his way to Jill in 60 levels spanning over 3 different landscapes.
You control Jack only by tapping the screen and performing moves like jumps and wall jumps. The game has retro music and monochrome pixel art graphics which were a characteristic of the class gameboy era games. So if you enjoy those kind of games, you will like Jack N' Jill too.
Screenshots:
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Google Play Store link: https://play.google.com/store/apps/details?id=rnarang.android.games.jacknjill
Hope you all enjoy playing the game! Thanks!
Here's a video of the game:
Just downloaded this and its great have you thought about adding a tiny bit colour to it on certain things like the coins etc and I thought it would be an easy game but I was surprised how tricky it got a few levels in lol great work this should do good I think also rated it on gplay too
Sent from my Nexus 4
Thanks! I am glad you liked the game!
I did get that suggestion from 2 - 3 other people too, but I decided not to because I thought it might end up making the game look a bit odd.
Started playing and next thing I know, BAM, I'm at world 2. Loving this little game, it's well done and the retro style is well emulated.
There's a few annoying little quirks though, such as when there's let's say a block then right after a forward pointing spike in the same row (ground level), if you barely walk over the spike you die, even though more than half of the character is still touching the solid safe block (and thus technically you aren't touching the spike, since you can't fall because you are on the block).
The coins and points you rack up seem somewhat useless too. There's no incentive to collect the bigger coins over the smaller ones if only for the good feeling of getting more points that give nothing down the road.
Overall I hope there will be even more levels, I could play these type of games forever.
Thanks for playing the game and the feedback!
Your criticisms are completely valid. The issue with the spikes you described is because I am using a simple rectangle to rectangle collision detection. Hopefully I can figure out a better approximation for it. The coins don't really serve much of a purpose as you pointed out. Maybe if I invest some time into implementing a leaderboard and/or an achievements systems, there could be a better reason to collect them.
EDIT: World 2 and 3 are more challenging, so I don't think you might breeze through them as easily as world 1
The_R said:
Thanks for playing the game and the feedback!
Your criticisms are completely valid. The issue with the spikes you described is because I am using a simple rectangle to rectangle collision detection. Hopefully I can figure out a better approximation for it. The coins don't really serve much of a purpose as you pointed out. Maybe if I invest some time into implementing a leaderboard and/or an achievements systems, there could be a better reason to collect them.
EDIT: World 2 and 3 are more challenging, so I don't think you might breeze through them as easily as world 1
Click to expand...
Click to collapse
I'm done already, so I think you got the wrong impression about my retro platform games playing skills!
As I said, can't get enough levels of it.
polobunny said:
I'm done already, so I think you got the wrong impression about my retro platform games playing skills!
As I said, can't get enough levels of it.
Click to expand...
Click to collapse
Me too I need more levels
Sent from my Nexus 4
polobunny said:
I'm done already, so I think you got the wrong impression about my retro platform games playing skills!
As I said, can't get enough levels of it.
Click to expand...
Click to collapse
brewy said:
Me too I need more levels
Click to expand...
Click to collapse
I have to say thats really quick! I did not see that coming
I'll start working on new levels as soon as possible. Thanks again!
This game is really sweet I love the pixel art/retro style and the gameplay as well.
Which engine did you used to create this little piece of art?
Thanks!
Its my own little game framework, written in C++
Updated the game to v1.0.1
- Fixed a bug that causes a crash while exiting the game in some cases
- Tweaked the audio
- Message prompts don't reappear on restarts
The_R said:
Updated the game to v1.0.1
- Fixed a bug that causes a crash while exiting the game in some cases
- Tweaked the audio
- Message prompts don't reappear on restarts
Click to expand...
Click to collapse
Is this pushed automatically or manual update ? what's next with your future updates, maybe new powerups baddies etc ?
Sent from my Nexus 4
This version supports auto updates, i.e it doesn't need to be manually updated unless you've chosen that option.
Yeah, I will be adding new content to the game, but I cannot say when. I'll need some time for coming up with new ideas and implementing them.
The_R said:
This version supports auto updates, i.e it doesn't need to be manually updated unless you've chosen that option.
Yeah, I will be adding new content to the game, but I cannot say when. I'll need some time for coming up with new ideas and implementing them.
Click to expand...
Click to collapse
Absolutely Love the game!
Maybe we could use a few more worlds?
Yes, I'll be working on that shortly
Hey XDA-devs,
I'd like to present to you my first game, Stellar Alien! It's a super rad space adventure/shooter where you control a little alien named Starbli! He's super brave, moving and grooving to save the stars from the evil Periculum aliens. Travel through the space with your hubble, and avoid being pulled in by planet's gravitational pulls and battle against the aliens trying to destroy the stars.
Play Stellar Alien
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The game has undergone a huge revamp recently, it was developed two years ago when I was 14 years old. For those devs out there wondering, I wrote the game by myself in HTML5/JavaScript. The past few weeks I've been working to improve the graphics, controls, and level design. Any feedback is appreciated! Thanks.
Looking for feedback on:
Level Diffculty. How hard is the game for you?
Performance: Is the game running like a snail on your device?
Controls: Do they feel smooth?
If you enjoyed the game, please rate on Google Play or share with your friends. It's tough finding good feedback!
Good color composition, game looks pretty nice!
Fridrian said:
Good color composition, game looks pretty nice!
Click to expand...
Click to collapse
Thanks, color is something I do focus extensively on! Try the game out when you have the time
Added more screenshots and listed specifically what I'm looking for feedback on, thanks.
Added more polish to the title screen by placing characters, Starbli, the hero, and his foe Rosso. Lookin' good?
I agree, looks very cheerful!
looks cool
vfgames said:
looks cool
Click to expand...
Click to collapse
Thanks! Here's a gif of the boss fight against Rosso:
http://gfycat.com/ImperturbableUnpleasantDuiker
schmop said:
I agree, looks very cheerful!
Click to expand...
Click to collapse
Thanks!Any ideas on how to make the game better is appreciated
Starbli sneaking up on a baddie alien. What do you guys think of the explosion animation here? Think it should be spiced up a bit more?
Cool game, the graphics is very nice! I encountered a bug on the very first "boss fight", the boss moved out of the bottom of the screen 90% of the time, I had to evade practically 0 of his shots (he just fired 5 shots or so in total)
Entangled Multiverse said:
Cool game, the graphics is very nice! I encountered a bug on the very first "boss fight", the boss moved out of the bottom of the screen 90% of the time, I had to evade practically 0 of his shots (he just fired 5 shots or so in total)
Click to expand...
Click to collapse
Thanks for playing. The enemy should have been circling around the player, what's the name of the device you were playing on?
xodene said:
Thanks for playing. The enemy should have been circling around the player, what's the name of the device you were playing on?
Click to expand...
Click to collapse
Zenfone 5
Entangled Multiverse said:
Zenfone 5
Click to expand...
Click to collapse
That's weird, I think I may have solved the problem (hard to tell since I can't duplicate the bug on my devices). If you could tell me this: Was he was circling around you and was leaving the screen at the same time? Or was he just standing still quite often and not circling?
Thanks.
Update v1.7.0c
Thanks for the feedback everyone, a new update was published to Google Play today!
Hotfix v1.7.0c:
-Implement device's back button on level select menu
-Improve boss AI in Mission 1 - Level 6
-Fix Starbli's bullets sometimes not showing
-Better gameplay experience on boss battles
Good game, nice graphic, but I have some remarks.
1) Movemant joystick was on left side center. It will be better if it will be in left bottom corner.
It would be easier to play
2) First boss was to easy. You must fly up and that all.
Good luck with your game!
Time2Code said:
Good game, nice graphic, but I have some remarks.
1) Movemant joystick was on left side center. It will be better if it will be in left bottom corner.
It would be easier to play
2) First boss was to easy. You must fly up and that all.
Good luck with your game!
Click to expand...
Click to collapse
Thanks for the feedback! It is interesting to hear that you think it would play better if the controller at the bottom of the screen. I think I'll just let the users position the control sticks in the settings, so everyone can have their own custom placement. Do you like that idea?
And by "first boss", do you mean the chase level in Mission 1 Level 4? Maybe I should make the enemy shoot more and have the player dodge asteroids coming towards them?
I think the controls needs to not have a static placement. I think stick controls work better when the game takes the first place my finger touches as the neutral placement and uses relative movement. If my finger comes up it recalculates the control upon next touch down.
meatspace said:
I think the controls needs to not have a static placement. I think stick controls work better when the game takes the first place my finger touches as the neutral placement and uses relative movement. If my finger comes up it recalculates the control upon next touch down.
Click to expand...
Click to collapse
Thanks for the feedback. I will add an option for dynamic controls in the settings.. The static controls will still be there by default, because I prefer them. If I keep getting more feedback preferring dynamic controls then they can be the default setting.
I just want to say that this game is terrific!
-The characters and the environment are simple yet vibrant!
- The controls are smooth.
-There is a little story to it, which I find rare and refreshing in these simple mobile games.
-And there is actual Dialog! Dialog which isn't bad by the way.
There was a bit of a learning curve' but once I got past it things got a lot better.
My only bug was that the game crashed twice, earlier in the game. That could've just been my phone though.
Over all great first game:good: did you do it all on your own?
UPDATE
I'm currently working on a greatly enhanced edition of The Tower of Egbert for both Android and iOS. If you're interested please continue to my latest post in this thread. I've just started the final beta testing phase, it’s open to anyone!
/UPDATE
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A very short gameplay description:
“The Tower of Egbert” is a physics-based tower building game with a magic twist*.
Unlike in all the other building games I know of, you’re not restricted to using only a few elements to create a rather unspectacular building. Instead you may use several thousand blocks (bricks, arcs, roofs, deco items, …) to build quite impressive towers and discover interesting areas as you grow it towards the endless vastness of space.
You’ll have to fight gravity, winds, falling rocks, and other dangers on your way up.
Build the greatest tower ever and see if your tower can stand the test of time!
*you can build freely until you reach a certain height and activate the physics simulation. After a few seconds Egbert the Sorcerer will come to your aid and enchant/fix all the blocks built so far to ensure you can continue building safely
For more information please check out:
Facebook: https://www.facebook.com/Giggly-Mill-Productions-741725465944666
Twitter: https://twitter.com/GigglyMill
Homepage: www.gigglymill.com
I really hope you’ll enjoy the game!
Cheers,
Habakuk
Requested [emoji106] [emoji106]
Thanks for your interest in the game, you've been added to the list of testers!
I've edited the original post to reflect the game's transition from the Alpha- to the open Beta-testing state (no need for joining requests anymore) so that I don't have to create a new thread for the same topic.
As stated above, the game is fully functional already, I just want to see if people are enjoying it.
hm, got the message
"We're sorry, the requested URL was not found on this server." when try to open googla play page
what's going wrong?
DooDaaPlay said:
hm, got the message
"We're sorry, the requested URL was not found on this server." when try to open googla play page
what's going wrong?
Click to expand...
Click to collapse
Hi, in my experience it can take some time for the Google servers to recognize you as a tester. Hopefully it should work by now, could you please try again?
i want to try this ...
I've tested this game on Nexus 5 with Marshmallow with high quality graphics - in this case I would be glad to see a bit more fluent animations. Another suggestion might be support for gesture navigation in menu - like changing the worlds with a swipe, not just buttons. But I have to admit, these are just tiny negatives that don't hurt overall great experience and the whole idea. Thanks for The Tower of Egbert, it has become one of the three games on my phone
Habakuk II said:
Hi, in my experience it can take some time for the Google servers to recognize you as a tester. Hopefully it should work by now, could you please try again?
Click to expand...
Click to collapse
oh, ok, thanks
i'll try it tomorrow, no enough time today,
@jett_daryl nice to hear that - do you have any problems downloading it?
Salkrikaltor said:
I've tested this game on Nexus 5 with Marshmallow with high quality graphics - in this case I would be glad to see a bit more fluent animations. Another suggestion might be support for gesture navigation in menu - like changing the worlds with a swipe, not just buttons. But I have to admit, these are just tiny negatives that don't hurt overall great experience and the whole idea. Thanks for The Tower of Egbert, it has become one of the three games on my phone
Click to expand...
Click to collapse
A big thank you for trying my game and for the feedback also! I'm glad you like it and I hope it can live up to your expectations and earn a permanent spot on your phone I know the game is a little demanding (unfortunately) performance-wise. That is mainly a result of the high resolution textures I had to use to allow for a huge zooming range.
Habakuk II said:
@jett_daryl nice to hear that - do you have any problems downloading it?
Click to expand...
Click to collapse
no problem in downloading and installing ..
easy to download and install ..
Hi,
it's interesting game, thanks ang gl
i've tested it on Xperia Arc s lt18i.
everything was ok, as for gameplay only one thing was not convenient for me - "brick type" buttons looks too small, and sometimes when i tried to change brick type - new brick appears and falling down so, i guess it make sense to enlarge buttons and avoid space between them
DooDaaPlay said:
Hi,
it's interesting game, thanks ang gl
i've tested it on Xperia Arc s lt18i.
everything was ok, as for gameplay only one thing was not convenient for me - "brick type" buttons looks too small, and sometimes when i tried to change brick type - new brick appears and falling down so, i guess it make sense to enlarge buttons and avoid space between them
Click to expand...
Click to collapse
Sorry, I somehow missed your reply Thanks for your feedback! As for the buttons: they are actually larger than they appear (transparent background) and they are almost adjacent to each other so I guess you must have been unlucky hitting exactly the tiny gap between the buttons.
"The Tower of Egbert" has officially been released! I simply edited the original post instead of creating a new thread.
For those of you that have already tried the game during the Alpha/Beta: a lot has changed since then (and the game got a lot easier - only 2 seconds instead of 5 for the timer), so you might wan't to give it another shot It's also possible to rate the game now, I would be glad if you supported me once more!
Interesting
Very interesting and original gameplay, nice work.
kalabazan said:
Very interesting and original gameplay, nice work.
Click to expand...
Click to collapse
Thanks, I'm glad that you like the gameplay - and not only the looks
Loved your game. Nice game design and gameplay.
Really good work!
Thanks again for all the support! If you're looking for something interesting to do this week and want to win some nice stuff - I've started the first “Tower of the Week” challenge!
Whoever uploads a picture of his or her tower to my homepage (Upload Tower | Giggly Mill Productions) has a chance to win 1 out of 5 keys for the “Unlimited Deco Item” package in the game - it doesn't matter how your tower looks, don't be shy.
Also there will be one single tower that will be announced the “Tower of the Week”.
It will be displayed permanently in the Hall of Fame (Hall of Fame | Giggly Mill Productions). Additionally the winner can choose between a key for the premium version of the game (ads away, unlimited deco, and all worlds unlocked) and a letter with 36 handmade magnetic blocks that can be used on magnetic surfaces (I use them as fridge magnets as you can see on the photos).
This first challenge will stop on Sunday the 28th of February 23:59 CET. I will announce the winners on the day after - if there are some entries of course
Have fun!
Cool game. Like it.