Hi everyone I would like to introduce my first game called Knock The Flags, if you are a fan of Angry Birds or Can Knockdown you will most likely like this game!
The android version is currently out and requires Jellybeans 4.0+. The iOS version will be out soon.
Knock the Flags is a simple physics based game that requires the player to cause flags perched on top of blocks to tumble down and touch the ground. Sounds easy right? Well it’s not! As you progress through KTF’s 50 starting levels you will notice you will be progressively challenged by new and intricate scenarios! And you WON'T have to worry about any silly microtransactions or IAPs!
KTF is all about choice. As you progress further you will unlock new cannon balls and encounter different blocks with their own special traits and attributes. You are given a certain amount of ammo in each level, but how you use that ammo is up to you! Do you want to collapse those blocks with flags by hitting a weak point with the Mega Ball or do you want to try going directly for the double flag knockdown with a well placed hit from the Standard Ball? The choice is yours!
For the ultimate challenge try achieving 3 gold cannon balls on each level! You can achieve 3 gold balls by having 3 or more ammo remaining. Two ammo remaining gives you two gold balls, and 1 ammo remaining gives you one gold ball.
We appreciate all feedback and suggestions! Please report any issues and we will fix it as soon as possible!
Game link: https://play.google.com/store/apps/details?id=com.Sempiternal.KTF_Full
Also if you have time please give us a review on google play!
Like our facebook page at https://www.facebook.com/pages/Sempiternal-Studios/247438805379844?ref=hl
Follow on us twitter and instagram!
https://twitter.com/SempiternalStud
http://instagram.com/sempiternalstudios
Pretty cool app, I downloaded it.
Couple problems I have, 1 isn't that big, 2 is.
1) It's pretty big, 30+mb, not sure if there's a way you can get the app down in size. I'm sure there is.
2)How do you switch the view on the ball. When I fire, I can only see the ball from the top down, and makes the game very hard because I can't even tell where the ball goes. In the video you can see the ball from behind as it hits the structures, mine is from above. This has to be changed, or I need to know what I'm doing wrong because to me it's game breaking.
Xieon1 said:
Pretty cool app, I downloaded it.
Couple problems I have, 1 isn't that big, 2 is.
1) It's pretty big, 30+mb, not sure if there's a way you can get the app down in size. I'm sure there is.
2)How do you switch the view on the ball. When I fire, I can only see the ball from the top down, and makes the game very hard because I can't even tell where the ball goes. In the video you can see the ball from behind as it hits the structures, mine is from above. This has to be changed, or I need to know what I'm doing wrong because to me it's game breaking.
Click to expand...
Click to collapse
Thanks for the feedback!
1. I'm in the process of optimizing assets, code, etc to try and make the size smaller.
2. You can move the ball view around by simply swiping your finger around. I also added pinch to zoom feature on this point of view along with the fly cam.
On a side note if I may ask what device are you using and are you experiencing a glitch that involves the grass texture popping in and out?
Maybe you should change the font color. Make them not so bright.
V1.0.8 has been published, the annoying glitch with the texture pop in for newcomers has been fixed. (I'm so stupid I can't believe it was such a simple fix -.-)
Some people have also complained about not being able to see where the ball is going because by default it shows the ball from a top down view. Since day 1 I have added the ability to look around and see where the ball is going by simply swiping around the screen but apparently people haven't tried this so I made changes to the level 1 ball by adding a helpful hint about it.
Optimisation...
I want to ask you something. What physics engine do you use in your game? I suppose it s Unity3D, but when i was developing my game in Unity3D i cannot create so realistic physics...its pretty good in your game. Various balls create a good imaginatiot, that is not a simple game.
Btw answer me plz in pm...Thanks.
Andrewdevua said:
I want to ask you something. What physics engine do you use in your game? I suppose it s Unity3D, but when i was developing my game in Unity3D i cannot create so realistic physics...its pretty good in your game. Various balls create a good imaginatiot, that is not a simple game.
Btw answer me plz in pm...Thanks.
Click to expand...
Click to collapse
Please check your pm
Sofia ThinkMobiles said:
I think the game has a chance to become successful :good:. For me, not enough good graphics.
Click to expand...
Click to collapse
Thank you for the feedback! What bothers you most about the graphics if I may ask?
Arbiter7 said:
Thank you for the feedback! What bothers you most about the graphics if I may ask?
Click to expand...
Click to collapse
Yes, of course, you can. There is a lack of realism and detail in pictures-elements.
Sofia ThinkMobiles said:
Yes, of course, you can. There is a lack of realism and detail in pictures-elements.
Click to expand...
Click to collapse
pictures-elements?
Hey all, I have been experimenting with a see through feature that basically allows blocks and flags to be visible even with the cannon in the way. I have had a couple people give negative feedback because the cannon gets in the way so I first tried re sizing the cannon which made things look goofy and then I tried various camera angles and that didn't get the result I wanted. I devised a way to keep the cannon the same while at the same time giving clear visibility to targets.
I am thinking of adding in two difficulty's, easy and regular mode. With easy mode you can have targets be visible through the cannon, and with regular mode the see through feature is turned off. My only worry is that people may stick to easy mode, not that I care but it might make the game too easy!
This is what I am talking about:
No see through
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See through
Thoughts? Opinions? If I can get some solid feedback on this issue asap I can get it all worked out by the end of this week.
Nice game. But the size is way too big according to the graphics. Also graphics can be made bttr so as to make game more visually pleasing.
IDSprofile said:
Nice game. But the size is way too big according to the graphics. Also graphics can be made bttr so as to make game more visually pleasing.
Click to expand...
Click to collapse
Thank you for the feedback! When you say size you mean the apk size? I can definitely make graphics better, but what kind of changes do you recommend?
yes, I meant apk size. The menus and all are looking like the games on Nintendo 64. I think the game can be improved in this area!
IDSprofile said:
yes, I meant apk size. The menus and all are looking like the games on Nintendo 64. I think the game can be improved in this area!
Click to expand...
Click to collapse
I will try to reduce apk size, however I don't think it is as bad as other games out there. Nintendo 64 is awesome! Will be experimenting with new menus soon.
V1.0.9 has just been published! I added in difficulty settings "easy", "regular". Easy mode enables the see through feature pictured above, whereas regular mode turns off this feature. I think after a couple levels you probably won't need to be on easy mode since you will get the hang of the physics, but nevertheless it is there for all levels for your convenience.
I also cleaned up some code and reduced file size. Hopefully in the next update I will have 50 more levels and some other goodies.
Arbiter7 said:
V1.0.9 has just been published! I added in difficulty settings "easy", "regular". Easy mode enables the see through feature pictured above, whereas regular mode turns off this feature. I think after a couple levels you probably won't need to be on easy mode since you will get the hang of the physics, but nevertheless it is there for all levels for your convenience.
I also cleaned up some code and reduced file size. Hopefully in the next update I will have 50 more levels and some other goodies.
Click to expand...
Click to collapse
For the easy mode how about just an outline of the blocks/flags, as it looks really odd seeing the blocks layered over the canon, and I was about to say that I had a graphics bug
Playing on a 6.4 inch Z-Ultra.
I did notice a bit of warmth, although it shouldn't be too taxing a game for a quadcore snapdragon 800
blueether said:
For the easy mode how about just an outline of the blocks/flags, as it looks really odd seeing the blocks layered over the canon, and I was about to say that I had a graphics bug
Playing on a 6.4 inch Z-Ultra.
I did notice a bit of warmth, although it shouldn't be too taxing a game for a quadcore snapdragon 800
Click to expand...
Click to collapse
i second the warming issue , i am playing on a samsung galaxy s4 active and things could get like 34 degree according to cpu-z
and i have a small suggestion too , the fly cam shouldnt be rotating like crazy i think the user must control it .
except those i am in addicition to a new game ... good work and keep it up :good::good::good::good::good:
Engine?
I want to develop a similar game. Which engine did u use buddy?
Arbiter7 said:
Hey all, I have been experimenting with a see through feature that basically allows blocks and flags to be visible even with the cannon in the way. I have had a couple people give negative feedback because the cannon gets in the way so I first tried re sizing the cannon which made things look goofy and then I tried various camera angles and that didn't get the result I wanted. I devised a way to keep the cannon the same while at the same time giving clear visibility to targets.
I am thinking of adding in two difficulty's, easy and regular mode. With easy mode you can have targets be visible through the cannon, and with regular mode the see through feature is turned off. My only worry is that people may stick to easy mode, not that I care but it might make the game too easy!
This is what I am talking about:
No see through
View attachment 2852184
See through
View attachment 2852185
Thoughts? Opinions? If I can get some solid feedback on this issue asap I can get it all worked out by the end of this week.
Click to expand...
Click to collapse
Cool game it can be.
About seeing through. At first I though its a in game error. Than I read your post. For me? It will be better when you cannot see the flag. Now its a little difficult to aim for me. I dont know exactly how far is block. U can always aim first beside flag than move cannon right or left and shot. Or. Will be better when camera went a little high or (the best options) when camera will be on the "head" of cannon with some kind of viewfinder. In the end you have to aim higher than block. But ist only my opinion.
And one more. When I shot the ball. I have camera always set downside. It will be better when it will be behind the ball in default.
Related
I am interested in people's opinion on my game "Tap Crazy". You don't get enough feedback from the Market on particular issues on particular phones. Let me know what you think. There is a free tutorial only version of the game.
Apparently, as a new user, I can't post any links, so go visit exit4gaming dot com to see screens of the game and a video if you are interested. Not sure on the rules for screens, so, to be safe I won't post them for now.
This isn't a sales pitch. I really am interested in feedback from other developers.
Thanks.
Tap Crazy
A frantic game of tapping insanity.
Pop the balls by tapping them before they reach the top of the screen. But don’t pop your friends as the race to the bottom. As the numbers increase, everyone starts bouncing off of everyone else. It is your job to sort through the ensuing comic mayhem. Five distinct enemy types. Tons of fun! Visit the market today to download Tap Crazy!
Game Features
OpenGL 3D Graphics.
Outstanding ball animation and movement.
Spectacular particle graphics system that fills the screen with destruction.
Four game modes – Tutorial, Normal, Hard, and Insane.
Graphics setting (High, Medium, and Low) for different levels of phones.
Swipe to pause system to pause the game while playing
Automatic pause when getting a call or going to the home screen.
Wave based gameplay. Play a wave whenever you have a minute.
Single save feature keeps progress while maintaining high score integrity.
Scoreloop high scores.
Good Guys
Green Balls – get points for every Green Ball that reaches the bottom. Don’t tap ‘em.
Bad Guys
Red Balls – simple to kill with one tap but plentiful in numbers.
Yellow Balls - Faster and blast through green balls to get to the top.
Armor Balls – Red has put on armor. Break through the armor to get to the meat below.
Purple Balls – On each tap, they divide. Get ‘em quick or look out.
Pink Balls – These magical balls switch places with Green balls when they are tapped.
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FOLLOW THIS LINK FOR A VIDEO
Did anyone get a chance to try this game out? Any comments of opinions?
Thanks
Iam not a game dev, but the game seems fun and I like it I only played it for a little ( about to shower) but Nice game
Sent from my ComBadge
Like the game, like it when the bubbles pop and the fact it has a scoreboard!
I would consider changing the main menu, the graphics aren't great and the Logo is in a different background color then the surrounding stuff. Will play it tomorrow when I've got some more time .
Tested on HTC Desire.
Keep up the good work!
QR Code of the free version of the game:
I understand why the game has most permissions, except why users should grant a game access to read contact data. Can you justify this permission requirement for us?
I was using Scoreloop V1.1 which requires this permission because it lets you find friends from the contacts. I couldn't leave out that permission or SL would crash if someone tried to do it.
I am currently upgrading to SL 2.1 which has thankfully provided a way of disabling its find friends from contacts ability without much trouble, so I will be deleting that permission. Agree, it is stupid for a game to need that.
Regards
Wow really nice game. I'm loving the old school arcade feel.
Can the balls be antialiased more/made shiny? or will that degrade performance?
I noticed the power button does not put the phone in standby when the game is active, is that a feature?
britoso said:
Wow really nice game. I'm loving the old school arcade feel.
Can the balls be antialiased more/made shiny? or will that degrade performance?
I noticed the power button does not put the phone in standby when the game is active, is that a feature?
Click to expand...
Click to collapse
Not sure what you mean by antialiased more. I am not using mip mapped textures if that is what you mean. Made shiny is a possiblity, but, like all things Open GL on Android, it is tough to make that commitment with a game because so many different phones have so many different behaviors.
The ball detail can be made better by switching to "high fx" in the main menu. Basically, in high fx mode, the balls have 4 times the number of triangles. The explosions are super spectacular in that mode. Runs great in that mode on Droid X and Galaxy S level phones or better. Is passable on original Droid at 25-35 FPS.
BTW, for anyone out there playing, there is a trick to displaying FPS (frames per second). In the main menu, hold your finger on the upper left corner of the screen for 10 seconds or more and then release. FPS will appear in the upper left and stay there while you play. It would be nice to know what kinds of FPS different phones get.
On my original Droid, I get between 35-45 while playing at Med Fx and between 25 and 35 at High fx. On a Droid Pro, it runs at over 60 in High Fx. There is also a low fx for anyone with phones that can't hang. No lighting and super low poly balls and explosions.
The app uses wake lock to keep the screen alive. Not sure why your phone doesn't put the phone in standby when you press the power button. Mine does. Probably it is phone dependent on how they implement the wake lock feature. What happens on mine is that I get the screen lock and when I unlock, Tap Crazy comes back up paused.
The game automatically pauses when you press home or get a call or something. When you resume, it should come back up paused. Makes it nice to play a little and not worry about getting interrupted. You can also manually pause by swiping the screen. Game is saved between waves to also allow quick hitting type of play where you can resume the game whenever you have a minute.
Works great on htc Hero on medium setting, high lags a little but that's to be expected. Tested on FroydVillain 1.7.2 (2.2.1) and Tegro 2.4 (2.1 update 1) both on flykernel 12a @576 mhz (and OpenGL 1.1 mod) . One thing i noticed is that i have to tap slightly above the balls to burst them other than that great game, my touch screen is working flawless so maybe it's something with hvga devices or specific to the Hero or the ROMs i use. getting 33 to 60 on medium and 16 to 20 on high.
CSL00 said:
Works great on htc Hero on medium setting, high lags a little but that's to be expected. ... getting 33 to 60 on medium and 16 to 20 on high.
Click to expand...
Click to collapse
Wow, that is much better than I expected on the hero. Good news indeed. Thanks for the feedback!
40-62 FPS on high. (Nexus One)
It does look a lot better on High fx
Works great on my galaxy tab on high gfx. The GPS averaged between 58-63.
Guys,
Thanks for the feedback. I just uploaded a 1.2 version to fix a couple of things, at least one of which came directly from these comments. Your comments help a lot. Please let me know if there are any other issues you have seen.
Here are the release notes:
Removed need for Check Contacts permission.
Upgraded to Scoreloop 2.1
Added connecting popup when launching scores.
Fixed various Start/Resume/End game issues.
Fixed infinite score cheat.
BTW, still looking for FPS on different phones or if you have any particular problems on any phone!
slmclarengt said:
I understand why the game has most permissions, except why users should grant a game access to read contact data. Can you justify this permission requirement for us?
Click to expand...
Click to collapse
Thanks for this point. It is corrected in the new release!
I am using VR 12 ROM, while installing this game thru market it didnt get installed but gave following error -
Installation error
Package file invalid
??
Is this the free or paid version?
Ok my phones info is in my sig, I get 57-60 frame rate throughout the game nothing less on high fx. I did notice this game makes my phone extremely hott. Not even dungeon defenders makes my phone this warm but it doesn't bother me I'm just sharing my thoughts. Plus I'm only clocked at 1ghz at the moment not the 1.5ghz my kernel allows me.
Overall the game is insanely fun and addicting. I love the scoreboard implementation I'm currently 3rd and am planning on buying the full version. Props for the affordable prices. The only negative is the hit detection is a bit off for me and I don't get all the sound fx when popping the purple duplicates. I also have trouble hitting the pink when they are close to green. Seems as if they switch places before touching I could be wrong tho. I think that's all I love the game and am willing to support you if some of these issues can be looked at.
Thanks for another great game on the market. =)
EDIT: I forgot to mention the menu looks of low quality compared to the game, the popups after each level look similar. But this doesn't hinder performance or what I think of the game this is just voicing my opinion.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
elracing21 said:
Ok my phones info is in my sig, I get 57-60 frame rate throughout the game nothing less on high fx. I did notice this game makes my phone extremely hott. Not even dungeon defenders makes my phone this warm but it doesn't bother me I'm just sharing my thoughts. Plus I'm only clocked at 1ghz at the moment not the 1.5ghz my kernel allows me.
Overall the game is insanely fun and addicting. I love the scoreboard implementation I'm currently 3rd and am planning on buying the full version. Props for the affordable prices. The only negative is the hit detection is a bit off for me and I don't get all the sound fx when popping the purple duplicates. I also have trouble hitting the pink when they are close to green. Seems as if they switch places before touching I could be wrong tho. I think that's all I love the game and am willing to support you if some of these issues can be looked at.
Thanks for another great game on the market. =)
EDIT: I forgot to mention the menu looks of low quality compared to the game, the popups after each level look similar. But this doesn't hinder performance or what I think of the game this is just voicing my opinion.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
Click to expand...
Click to collapse
OK, great comments. Thanks.
On hit detection, there might be a small issue with perspective causing the hits to be a little off. I am looking at that. If it is there, it is only minor but I will address in a future release. I don't think you are right about the pink issue. Pink actually wait 50 msec before switching with the green, so the switch is late, not early. This is intentional to mitigate the accidental pink double tap that would kill a green. There is currently no sound on a purple divide, only on a purple kill. If there is a tight group of purple all at the kill stage, sometimes the sounds cancel for some reason. I'll look at that. I tried purple divide sounds - but sometimes it is too much if you know what I mean - same with bouncing sounds which I eventually omitted.
Your the second person to knock my menu LOL. One thing about the menu is that I did reduce the resolution of the underlying graphics by half to cut the apk size substantially (takes out 1.2 Mb). I took screen shots afterwards and there was only a slight difference in the appearance that I didn't judge as that bad, so the reduced apk size won out in the end. Only thing I think looks really bad right now is the paused sign. But, I am probably very wrong on screens with super high resolutions like tablets. I hate these kind of tradeoffs, but it is a phone app. I may play with animating the menu a little to try to distract you from the low resolution
Let me know if you are reacting to the resolution or to the artistic quality. I think the later, which is all good, but I just wanted to make sure I got you right.
Thanks for the comments and the support. I think you will be happy if you get the full version. The full version has three new modes of 30 waves each with each wave having different mixtures of balls that makes them play uniquely - personally, I find the yellow and armored wave to be a particularly hard combo. Wave 8 is all yellow, which is a spectacular amount of destruction.
Each difficulty has its own saved game, so you can switch back and forth between difficulties without losing your progress in another.
Thanks again and yes I will try to address all that I can. Keeping notes.
Charlie
seedload said:
OK, great comments. Thanks.
On hit detection, there might be a small issue with perspective causing the hits to be a little off. I am looking at that. If it is there, it is only minor but I will address in a future release. I don't think you are right about the pink issue. Pink actually wait 50 msec before switching with the green, so the switch is late, not early. This is intentional to mitigate the accidental pink double tap that would kill a green. There is currently no sound on a purple divide, only on a purple kill. If there is a tight group of purple all at the kill stage, sometimes the sounds cancel for some reason. I'll look at that. I tried purple divide sounds - but sometimes it is too much if you know what I mean - same with bouncing sounds which I eventually omitted.
Your the second person to knock my menu LOL. One thing about the menu is that I did reduce the resolution of the underlying graphics by half to cut the apk size substantially (takes out 1.2 Mb). I took screen shots afterwards and there was only a slight difference in the appearance that I didn't judge as that bad, so the reduced apk size won out in the end. Only thing I think looks really bad right now is the paused sign. But, I am probably very wrong on screens with super high resolutions like tablets. I hate these kind of tradeoffs, but it is a phone app. I may play with animating the menu a little to try to distract you from the low resolution
Let me know if you are reacting to the resolution or to the artistic quality. I think the later, which is all good, but I just wanted to make sure I got you right.
Thanks for the comments and the support. I think you will be happy if you get the full version. The full version has three new modes of 30 waves each with each wave having different mixtures of balls that makes them play uniquely - personally, I find the yellow and armored wave to be a particularly hard combo. Wave 8 is all yellow, which is a spectacular amount of destruction.
Each difficulty has its own saved game, so you can switch back and forth between difficulties without losing your progress in another.
Thanks again and yes I will try to address all that I can. Keeping notes.
Charlie
Click to expand...
Click to collapse
Yes hit detection is there but it IS very minor as you mentioned. The thing is when things are hectic and I miss I have to follow that missed until I get it. Maybe its an OCD thing but I get crazy lol thanks tho for acknowledging.
I went back to observe the pink/green trading places and your right its slightly delayed to avoid killing green. Thanks for stating that and sorry but I was wrong.
The missing sound sometimes throw me off when it gets a tad bit hectic lol. I always know when I popped one when the sound is there. Maybe you can hinder the sound of red since they are the easiest and almost always make the purple, pink, armored have sound? Idk if that will even work or if its just me but when I don't get the sound I tend to tap the same place 2x just incase I don't see it under my finger (I got big thumbs).
When it comes to the menu it could be the resolution that throws it off lol. I didn't mean to be harsh about it =P it does look like the pictures and designs looked good when they were small and you just blew up the size so I'm guessing its the resolution and not the artistic design.
When it comes to artistic design idc much about that stuff. Others might but I dont, maybe its just all the different colors with the low-res text throws the design all off so If anything you can email me some screenies after you mess with them and I can give you my honest opinion.
Maybe play with both a little and post screenshots and let us vote between what looks best? Would be pretty cool getting your supporters involved in that.
Well sir considering you actually took your time to respond to all of my comments I have purchased the full game, its a great game and its off to a great start. I'm going to try to be number one in the scoreboard =P I'm jayvee21 on there if anyone wants to add me go right ahead.
HTC Vision S-OFF CM6.1 Stable Oc'd to 1.5ghz on Pershoots Kernel
Wow everyone. Hit location is off by a whopping 90 percent!
Its not that bad because you have two radii to hit a bad guy and because, since it is off by a percentage rather than a fixed distance, it is worse towards the edges than the center. Top of the screen hit registers high. Bottom, registers low. It is a bug in translation from screen to world coordinates. I will fix in next release. Day or two. Also will include tiny miss graphic to show location of misses.
I also have a couple little start/resune bugs to correct, like dying wave1 is a bad thing.
Thabks. Comments are helping a great deal,
Hi guys!
We have created a new puzzle game for Android called CrossMaster, which we have just published on the Android Market and are looking now to increase its visibility (a bit hard on the market... )
CrossMaster is a puzzle game with a simple concept. Challenges are composed by a grid of blocks, which player have to clean up by crossing them out. What looks a simple task, become more complicated as only some certain number of blocks can be crossed out each move and only in a row and column. If player run out of moves, he will have to reset the challenge and start again. What to cross out should be considered very carefully!
As player progress, challenges increase on difficulty both in number of blocks and blocks to cross. After some easily solved levels to show the game rules, game could become quite challenge and addictive. take care!
CrossMaster includes global leaderboard, game achievements and social network integration with OpenFeint.
Game is presented in 2 versions, a free ad-supported version and a ad-free version at 0.99€, BOTH featuring 150 levels and 2 game modes.
CrossMaster is right now available in the Android Market by searching CrossMaster or through one of the URL's below:
Full no Ads: https://market.android.com/details?id=com.noemar.crossmaster
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Full Ad-Supported: https://market.android.com/details?id=com.noemar.crossmaster_ad
More info in our website: http://noemargames.wordpress.com/
Feedback and comments are welcome!
Thanks and hope you will enjoy playing!
Antonio
No comments?
I'm looking for feedback, comments and improvement ideas. Feel free to give a try to the free version, includes exactly the same functionality, just with some ads.
Thanks in advance!
Nice graphics and animation and the touch controls are great. It didn't hold my interest, but couldn't really put my finger on why.
Sent from my Thunderbolt das BAMF remix
Thanks for your feedback.
We have received some comments about the initial levels are too easy and could be a bit boring. I will review and try to increase its difficulty.
Thanks!
The first impression based on the graphics in this tread is good. I shall download and review it later on today.
Tricky-Design said:
The first impression based on the graphics in this tread is good. I shall download and review it later on today.
Click to expand...
Click to collapse
Thanks a lot!
As promised my review:
The first time i started the program it showed a FC. For your information I'm running standard Android 2.2.1 on a HTC Desire Z.
The first levels are indeed to easy and much too look a like. I should expect that when you get to level 20 (which i did) there is sometime changing (for example the number of blocks will increase every 5 or 10 levels.
Besides that there isn't really a competition factor included when playing the game. If you take a look at for example angry birds, slice it or ... . They give an overview how good you did with stars from 1 to 3 or 5. Maybe it is good to show the time it took for someone to finish the level and rate it.
The game play is smooth, but those to things doesn't make me want to play it again and again and get faster or at higher levels.
Still a very good job though, I'm not able to build it at this moment. Still learning
Thanks Tricky.
About the FC, maybe you were pressing some key while the app were starting? I found a bug which is already solved but have no time yet to upload the new version to the market.
About the levels, I think the problem is those inital levels. Fun starts about level 15-20 where number of blocks increases enough and level 20 when you have to cross 3 blocks. Afterwards blocks to cross increase up to 5 and the number of blocks inboard up to 40-45.
But well, the game beginning could made some players to give up.
The Puzzle mode is a bit more difficult as it's harder to progress. You can restart each level only some limited number of times and you will have to start again if uses all of them. There are some checkpoints every 10 levels.
In any case, I found quite interesting to implement some 'stars' score to reflect how are you performing. Good idea! thanks!
Tricky-Design said:
Still a very good job though, I'm not able to build it at this moment. Still learning
Click to expand...
Click to collapse
I forgot. Have a look on andengine framework, if not yet! It's a superb game programming framework for android and really easy to learn. Give me a touch if you need some help
agascon said:
Thanks Tricky.
About the FC, maybe you were pressing some key while the app were starting? I found a bug which is already solved but have no time yet to upload the new version to the market.
Click to expand...
Click to collapse
Yeah I was pressing the - vol button so it wouldn't make any sound.
agascon said:
About the levels, I think the problem is those inital levels. Fun starts about level 15-20 where number of blocks increases enough and level 20 when you have to cross 3 blocks. Afterwards blocks to cross increase up to 5 and the number of blocks inboard up to 40-45.
But well, the game beginning could made some players to give up.
Click to expand...
Click to collapse
I think this would have happened if I downloaded it from the market without the purpose of reviewing it. It is not hard to reach level 20 but I think if it takes less time people do see a change.
agascon said:
The Puzzle mode is a bit more difficult as it's harder to progress. You can restart each level only some limited number of times and you will have to start again if uses all of them. There are some checkpoints every 10 levels.
Click to expand...
Click to collapse
I totally forgot there were more modes to the game. Because i've started and did only select continue game.
Maybe it is good idea to switch the menu:
- new game (were you've selected a game time)
- continue game
to
- Classic mode (new / continue game)
- Puzzle mode (new / continue game)
agascon said:
In any case, I found quite interesting to implement some 'stars' score to reflect how are you performing. Good idea! thanks!
Click to expand...
Click to collapse
I'm glad i could help.
It's hard to pass up a QRCode, so figured I'd give this a go!
While the puzzle element is good, I admit I had trouble sticking with the game past about the first 12 levels. The gameplay is somewhat repetitive, and tho the increasing blocks does offer a challenge there just isn't enough "reward" in completing the levels.
An increase to the challenge might be in order. Perhaps a play mode with a countdown timer that forces the user to try and complete the level in a period of time? The Puzzle Mode could use a reward too... Maybe you get a certain number of resets for all 50 levels, but then earn "bonus" resets in certain levels?
The concept and presentation are good. I just felt the gameplay didn't really grab me.
Thanks guys!
Very valuable comments! By the moment I will start with some redesign of the initial classic levels so to try to catch the player. Probably will release an update today with them.
And also I have guessed some improvements from your comments, but this will take more time to be implemented.
I want to try it but It can't be installed through market in my device (see sig). Could you upload somewhere the .apk or can you make it available for us, too?
loving the game so far. i love puzzle games and this is a new, unique concept. great job. i'll post more thoughts after i've had some time with it.
I like it. My only suggestion would be to widen the line drawn on screen.
Good work and thanks!
I think the suggestions here have been good too.
Sent from my HTC HD2 using XDA App
I was thinking... what about some different coloured blocks? For example, a yellow block, once crossed, could become white and go when crossed again, a red block could be crossed into a yellow one and so on. Every X levels (5, 10) new types could appear.
My two cents.
It doesn't work on my LG O2x
Application ends immediately after opening
ishkarioth said:
I was thinking... what about some different coloured blocks? For example, a yellow block, once crossed, could become white and go when crossed again, a red block could be crossed into a yellow one and so on. Every X levels (5, 10) new types could appear.
My two cents.
Click to expand...
Click to collapse
Thanks ishkarioth!
We have some ideas from improvements similar to this. It will take some time to be ready, but we are designing a 3rd game mode with all your comments.
tikkie said:
It doesn't work on my LG O2x
Application ends immediately after opening
Click to expand...
Click to collapse
Hi tikkie,
May you install alogcat viewer from the market (e.g. https://market.android.com/details?id=org.jtb.alogcat) and send me the output right after the application crashes? I will investigate what's the problem.
Thanks!
Hi there!
We got a comment in the market about...
It didn't work on my Milestone with Froyo.
Click to expand...
Click to collapse
Somebody with a Milestone with Froyo can confirm and maybe send me a logcat after the crash?
Thanks!
BTW, in case of problems let us know here in the post, in our blog, email... but not in the market with 1* where we cannot answer anything!
UPDATE: I have just released an update where you can unlock new balls to play with (that sounds so wrong) By collecting and spending crowns you can unlock new balls ranging from the US flag, to a bomb or a piggy ball .
You might remember thread from last week in which I developed a game without any prior game development experience or programming knowledge.
Now, I've created another game, this time, developed and shipped to the Play Store in under 5 hours. Here's the breakdown of the things done:
Put on paper the basic idea and look
Created the game layout in Photoshop
Created all the assets (platforms, ball, background, title screen, crown pickups)
Animated the assets in After Effects
Put everything together in C2 and created the gameplay and logic
Implemented Google Play leaderboards and achievements
Waste almost an hour on a stupid syncronization bug (different framerates = different restuls - was not using delta time)
Choose appropriate music and sounds and plug them in
Create all the promotional materials (screenshots, mockups, icons, etc)
Publish on Google Play
Since this is a technical forum I've listed my process before actually saying anything about the game.
Dumb Ball is a simple one-tap game where you have to keep the little ball on the moving platforms while collecting "crowns" and increasing your score. The gameplay mechanics are simple, but surprisingly a lot of fun and makes you want to "try again and again" as some of my friends put it. With the aesthetics I tried to follow a similar style to Monument Valley. While not even getting close to that level of quality and talent, I still believe the game looks quite nice and clean.
Here's the Google Play link
And QR Code if you're not reading this on mobile
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And some screenshots:
Edit: The game is now called Dumb Ball because I was stupid enough to write in the original game's description "graphic style similar to Mountain Valley" and Google pulled the plug on that store listing. Since then, I have just reuploaded the APK and changed the description. Same game, different name and I learned my lesson on not to mention other games' names in the description although I never intended to "impersonate" another game, as the policy states.
I would really love to hear your feedback on:
Performance
On a scale of 1 to 10 how fun do you believe it is
Is it too hard or too easy for you?
What would you improve?
Thank you for reading, and if you liked it please rate it
Hey,
1. So performance, no issues here runs great on my Lollipop OnePlus One...
2. Like it but makes me angry or sad sometimes when I fall out of the world (Want to throw my OnePlus out of the window but can't stop to play) hmmm changes after every round... 7 maybe more if it gets extended. Will show it my friends tomorrow and look what they tell me...
3. It's training I think, atm I can't get more then 20 Points so for the start its too hard for me but I think this switches after some time
4. Improvements? Don't know in which the game will go... Hm I will call it Ideas...
-Rewards like new theme, balls, effects. Maybe extra lifes?
-Don't know that yet if it is implemented: After some time a smaller path for the ball and at start a bit bigger one.
-A second control as an non touch option where the Motion sensor is used
-Branches so you could choose a second way
-Special Paths where the color changes or the ball gets faster or the path itself rounded edges or something like this ones.
-Sometimes the game removes the Path before it went out of the world it's only visual but want to say it...
Edit: And the Music toggle button don't work for me...
So definitely a great game and this in only 5 hours, I'm not a Dev but this is fast I think...
Robin
Gesendet von meinem A0001 mit Tapatalk
Spider1996 said:
Hey,
1. So performance, no issues here runs great on my Lollipop OnePlus One...
2. Like it but makes me angry or sad sometimes when I fall out of the world (Want to throw my OnePlus out of the window but can't stop to play) hmmm changes after every round... 7 maybe more if it gets extended. Will show it my friends tomorrow and look what they tell me...
3. It's training I think, atm I can't get more then 20 Points so for the start its too hard for me but I think this switches after some time
4. Improvements? Don't know in which the game will go... Hm I will call it Ideas...
-Rewards like new theme, balls, effects. Maybe extra lifes?
-Don't know that yet if it is implemented: After some time a smaller path for the ball and at start a bit bigger one.
-A second control as an non touch option where the Motion sensor is used
-Branches so you could choose a second way
-Special Paths where the color changes or the ball gets faster or the path itself rounded edges or something like this ones.
-Sometimes the game removes the Path before it went out of the world it's only visual but want to say it...
Edit: And the Music toggle button don't work for me...
So definitely a great game and this in only 5 hours, I'm not a Dev but this is fast I think...
Robin
Gesendet von meinem A0001 mit Tapatalk
Click to expand...
Click to collapse
Thanks a lot for the feedback, really appreciate it!
I'm really glad you like the game and that you found it fun I know it can be hard at times, but with a little practice you can get high scores. Right now my highest is 260 and there's a guy on the leaderboard with 311, so it's doable.
As for improvements, I was already thinking of adding stuff that you can buy with the crowns, and your suggestions are great.
Thanks again for downloading and for playing. If you could rate it on the playstore that would be awesome
I will definitely try this when I get the chance
nice game.
suggestion:
give it a RPG element. Add branches on which there are boosts and spells. Presumably there is a boss at every 50 crowns., which requires more than 50 crowns to get through it. The exceeding crowns can be found by completing dungeons. Spells that add ability to revive yourself near dying point, straighthen the path in a certain amount of time (who doesn't like a smooth path after all the Z turns) can also be found at the end of the dungeons.
In this RPG mode I think there should be room for extended playing time which means people can save and start the game again at their convenience. Falling is still fatal but not final.
Graphical One said:
I will definitely try this when I get the chance
Click to expand...
Click to collapse
Thanks, let me know what you think after you try it
Wow.
You create good games.
I wish you goodlucky)
Doctor Psiho said:
Wow.
You create good games.
I wish you goodlucky)
Click to expand...
Click to collapse
Thanks a lot
Graphical One said:
I will definitely try this when I get the chance
Click to expand...
Click to collapse
Did you get a chance to try it? If so, please let me know what you thought If you liked it don't forget to 5star it
Doctor Psiho said:
Wow.
You create good games.
I wish you goodlucky)
Click to expand...
Click to collapse
Thanks man, wish you the same
Degineth said:
Did you get a chance to try it? If so, please let me know what you thought If you liked it don't forget to 5star it
Click to expand...
Click to collapse
Getting it now!
wow, great challenge to produce a game in 5h, rated it with 5 stars!
OMG... This game is actually fun to play... Great idea?
I can see this idea being stolen by lager game developers once it is recognised...Hopefully you find a way to make money off of it before that happens.
---------- Post added at 01:42 AM ---------- Previous post was at 01:42 AM ----------
BTW... nice animations?
This game is Awesome!! It has a neat stylized aesthetic that's reminiscent of Monument Valley. Definitely doesn't look like it was made in under an hour! I had to give it five stars! P.S, My high score after 15 minutes of playing is 45!
Graphical One said:
This game is Awesome!! It has a neat stylized aesthetic that's reminiscent of Monument Valley. Definitely doesn't look like it was made in under an hour! I had to give it five stars! P.S, My high score after 15 minutes of playing is 45!
Click to expand...
Click to collapse
Thanks a lot, I'm really happy you like it and thank you for the 5 stars
Some people did a score of over 600 in the leaderboards. I have no idea how skillful they are since I can barely reach a score of 200.
For an app that took 5 hours to create and publish, Im extremely impressed to see that the game itself is surprisingly fun to play and very smooth to use on a phone as old as the Sony Xperia SP. Great game! Wishing your future projects are a success! Cheers
This is probably a dumb question, but C2 do you mean Construct 2 ? If so is it as easy as I hear it is?
I have just released a new update! You can now unlock new balls by collecting crowns.
Would love to hear your feedback
Furrydaus said:
For an app that took 5 hours to create and publish, Im extremely impressed to see that the game itself is surprisingly fun to play and very smooth to use on a phone as old as the Sony Xperia SP. Great game! Wishing your future projects are a success! Cheers
Click to expand...
Click to collapse
You're awesome, thank you so much and I'm really happy you like it
Graphical One said:
This is probably a dumb question, but C2 do you mean Construct 2 ? If so is it as easy as I hear it is?
Click to expand...
Click to collapse
Yep, Construct2.
It is easy but not so easy. I mean, they give you the tools you need, but that doesn't make a game. You still have to learn how to use the tools properly.
Paper Warz is an arcade 2d physics game. Its my second game.
All code and graphics (except fonts) are made by me.
Paper Warz is not your usual shooting game. Unlike other games, where you fire the bullet and hopefully the enemy explodes, in Paper Warz all objects follow a 2D physics world. You actually try to push hostile objects not explode them! In short, Paper Warz is probably the only 2D arcade 'shoot-em-up' physics game!!!
PAPER WARZ OFFERS:
• Unique, physics based, game-play.
• No ads.
• Real-looking 2D physics simulation (thanks to Box2D physics engine).
• Many stages to complete.
• Challenging mini-games.
• Store and upgrades.
• Global leaderboards.
• Achievements.
• Fluid and crisp, high resolution graphics.
• Small memory footprint.
• And many more
Please post comments and opinions.
Google Play - Paper Warz
Youtube - Gameplay Video (better quality coming soon)
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تشكيلات جميلة ومزخرففة بشكل جميل
أرسلت من sm-g920f بإستخدام تاباتلك
bade666r said:
تشكيلات جميلة ومزخرففة بشكل جميل
أرسلت من sm-g920f بإستخدام تاباتلك
Click to expand...
Click to collapse
Can you repost in english please?
Just updated the game:
* Enhanced Menu UI
* Added Sound Effects
* Added Checkpoints in Store
* Bug Fixes
Please post your comments and opinions.
Too eazy. You should make game harder from 2-3th round.
gorodishenin said:
Too eazy. You should make game harder from 2-3th round.
Click to expand...
Click to collapse
Hmm... I was thinking something like that but, i have some beta testers that reported that the game is difficult enough from STAGE 1 !
Maybe i will start a poll and get more opinions.
It's too easy at the beginning. I like how the "Stage #" become part of the game.
gorodishenin said:
Too eazy. You should make game harder from 2-3th round.
Click to expand...
Click to collapse
clever_trevor said:
It's too easy at the beginning. I like how the "Stage #" become part of the game.
Click to expand...
Click to collapse
Just updated the game, it usually takes few hours until Google Play uploads the new version.
Changes:
* Bug Fix
* Difficulty increased +
Please re-post about the difficulty at the beginning of the game.
....I like "Stage #" part of the game too!!
Visual idea is good.
But maybe you should follow it more? I mean, maybe it would be better to change solid red squares with squares, painter by pencil or something?
Just uploaded the first video.
Youtube - Gameplay Video
Video with better quality and sound, coming soon
NAKGames said:
Visual idea is good.
But maybe you should follow it more? I mean, maybe it would be better to change solid red squares with squares, painter by pencil or something?
Click to expand...
Click to collapse
Thanks.
Now that you mentioned it, i will try the idea of pencil (or something similar), and if the result is better i will release an update....but i think it will be too much, i like the game to look clean and simple.
Fun game. Been playing for the last week or so and the new updates add difficulty (badly needed) but too much repetition with the layer or blocks getting dropped at the same time. The grid paper makes it very easy to estimate when to shoot.
How about these ideas:
make the blocks and stuff erase the grid as they pass (maybe just at higher levels for increased difficulty)
give me option to buy bomb type exploding weapon or something impressive like fireworks with my gold coins
decrease my points when blocks fall to bottom of screen (but not sides and top) as a penalty
have different color blocks have different physics personalities, maybe blue water balloons that smear the grid, red blocks of fire that catch other blocks on fire (like fireballs), some blocks are frozen to the grid and must be hit harder to make them fall off the screen, green blocks that grow and spread, purple blocks morph or grow when they touch others, etc.
Just some ideas. I think your off to a great start though...
.
mk3 said:
Fun game. Been playing for the last week or so and the new updates add difficulty (badly needed) but too much repetition with the layer or blocks getting dropped at the same time. The grid paper makes it very easy to estimate when to shoot.
How about these ideas:
make the blocks and stuff erase the grid as they pass (maybe just at higher levels for increased difficulty)
give me option to buy bomb type exploding weapon or something impressive like fireworks with my gold coins
decrease my points when blocks fall to bottom of screen (but not sides and top) as a penalty
have different color blocks have different physics personalities, maybe blue water balloons that smear the grid, red blocks of fire that catch other blocks on fire (like fireballs), some blocks are frozen to the grid and must be hit harder to make them fall off the screen, green blocks that grow and spread, purple blocks morph or grow when they touch others, etc.
Just some ideas. I think your off to a great start though...
.
Click to expand...
Click to collapse
Thank you for the feedback and the ideas.
What stage did you reach?
I usually stop around level 15 or so but it sometimes hard to tell with the level names.
EOA_DEV said:
Thanks.
Now that you mentioned it, i will try the idea of pencil (or something similar), and if the result is better i will release an update....but i think it will be too much, i like the game to look clean and simple.
Click to expand...
Click to collapse
It is just my oppinion, but I think it would make game cleaner, becouse everything would be in one style
Todays update broke the laser.
And not sure why but I cant figure out high to make the Fire Bigger weapon thing work reliably.
You fixed the thing with super fast returning purple balls.
mk3 said:
Todays update broke the laser.
And not sure why but I cant figure out high to make the Fire Bigger weapon thing work reliably.
You fixed the thing with super fast returning purple balls.
Click to expand...
Click to collapse
Last update (18/9) should fix the laser.
Fire Bigger Balls was always working fine, i tested it with various devices. Maybe the intructions are not clear enough. You must hold a finger down and tap with other(s). When you release the finger (that was down) a larger ball is fired. Please try it again and repost.
Thanks.
Hey! I'm and indie dev too. How did you come up with such idea?
ArclightApps said:
Hey! I'm and indie dev too. How did you come up with such idea?
Click to expand...
Click to collapse
Well, it was a sunny afternoon and it just came up!
EOA_DEV said:
Last update (18/9) should fix the laser.
Fire Bigger Balls was always working fine, i tested it with various devices. Maybe the intructions are not clear enough. You must hold a finger down and tap with other(s). When you release the finger (that was down) a larger ball is fired. Please try it again and repost.
Thanks.
Click to expand...
Click to collapse
Laser works now. Yeah thanks, now that I understand how to fire big balls its pretty cool. The more you tap the bigger it gets.
How about and explodingball option? Explodes on contact? Maybe use two fingers to fire.
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:
{
"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"
}
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:
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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
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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.