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

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.

Related

[GAME] [2.3.3+] [FREE] Dracoo Lite

Hi. After playing video games for almost 20 years now, we (a frind of mine and me) finally decided to create one by ourselves. We released the first version on google play store these days...
I hope everybody has a great time and a lot of fun with this game. For questions to technical details and other stuff i am available, of course, in this thread, or you can drop me a mail
Fly the dragon named Dracoo through the lovely 2d scenery in this casual game. Roast as many enemies as possible with your fiery breath. But watch out, they will try to harm you.
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Steer Dracoo past all obstacles, stay clear of bats and other shady creatures and eat as many chilis as possible for your breath.
I've done a little level-editor too, to take away the pain of creating levels. If you like, you can try to create some nice levels and then send them to me Maybe, if you have some funny ideas, it will make its way to the full version of the game: http://dracoo-leveleditor.xsheetgames.com
Google Play Store Link
AndroidPit Link
I would love to get some feedback! Please tell me what you think.
We will release the full version with 45 Levels and 3 Levelpacks on March 31th.
Greetings Mike
xSheetGames
Test
Looks pretty fun! I'll check it out
Sent From Xperia Tablet S
jman2131 said:
Looks pretty fun! I'll check it out
Sent From Xperia Tablet S
Click to expand...
Click to collapse
Thank you very much. I hope everything will run smoothly. I once tried it on a xperia tablet s and encountered some problems. Please let me know if the latest performance updates helped. I would love to read your feedback on the overall user experience. There is still some time left for us to include the customers voice in the full version.
xSheetGames said:
Thank you very much. I hope everything will run smoothly. I once tried it on a xperia tablet s and encountered some problems. Please let me know if the latest performance updates helped. I would love to read your feedback on the overall user experience. There is still some time left for us to include the customers voice in the full version.
Click to expand...
Click to collapse
The game runs really smooth with no problems so far for me. Its really challenging but that might be because im so bad at games xD cute graphics as well may I suggest different 'types' of dragons or fireballs in the future?
Sent From Xperia Tablet S
jman2131 said:
The game runs really smooth with no problems so far for me. Its really challenging but that might be because im so bad at games xD cute graphics as well may I suggest different 'types' of dragons or fireballs in the future?
Sent From Xperia Tablet S
Click to expand...
Click to collapse
I'm glad everything worked smoothly. We thought about different power ups with different effects and ammo (ice ball for example). We plan to deliver new levelpacks through updates later this year. We would include these new powerups there. Thanks for this suggestion. I will discuss it with my partner, but it seems logical to me. It would enhance the depth of the level design
Is the game too hard? Some people stated by now that it is a little too challenging. They haven't faced the first boss yet. He will be hard work to beat
When I was designing the levels, I had games like rayman origins or the gameboy classic parodius in mind. This games are very challenging too. I hoped, our levels can be beaten with less than 5 trys per level from the average casual player. To target all 3 eggs per level is very challenging indeed.
What is your opinion? Should we aim a little lower?
Maybe have a selection of 'easy', 'normal', and 'hard' levels?
COOL!!!
funny, cool !!
Awesome!, It kinda remind me space impact
looks soo cartoon pretty
Reminds me of Rayman Legends style.. EXCELLENT WORK!
I gotta hand it to you, the game got me hooked. Over and over again trying to get a full 3 star. Hahaha and I agree, it is challenging but that's what I find to be the charm here. When playing, you get this feeling that it's not that hard but everytime I failed I always go; "ugh, just a little more" or " damn, curse that dead end" lol but I always came back for more. Thanks
Sent from my GT-I9070 using xda premium
Thank you
Thank you very much. It is fun to make a game. But it is even more fun when someone actually is playing it. :fingers-crossed:
At the moment, we are drawing and designing the 3rd levelpack: Terror Forest We're going to put 3 free levels in the Lite version, of course. The full version will have 45 Levels (and we will enhance the gametime with additional levelpacks via updates). And the full version will be ad-free. I hate the fact that we had to put Ads in the lite version, sorry for that. But, at least the GameScreen itself and the TitleScreen remains ad-free. I would love to read more feedback from you.
I hope everyone has a great time with our game. And don't be shy: Please rate Dracoo Lite in the Google Play Store. :good: :good: :good: :good: :good:
Greetings from Austria
Mike / XSheetGames
Beautiful!!!
Very cool game, run smooth and the graphics is very good. It is a little hard to play but it is also very very fun!!! :good:
Looks really nice, reminds me of Rayman Origins with Rayman being on one of those mosquito's.
I'll be getting this on Play Store.
Cool
Awesome
Runs smoothly on my Galaxy S2 (CM 10.1).
Nice ExtJS level editor too.
Can you give to us developers a overview of the geral game architecture ?
Do you use a SurfaceView in the game ? How you do it so smoothly ?
danilolr said:
Runs smoothly on my Galaxy S2 (CM 10.1).
Nice ExtJS level editor too.
Can you give to us developers a overview of the geral game architecture ?
Do you use a SurfaceView in the game ? How you do it so smoothly ?
Click to expand...
Click to collapse
Thank you. I use the LibGdx framework for creating the game. They supply everything you need, from box2d physics simulations to application lifecycle handling. But, compared to cocos2d, it is more technical and you have to do more things by yourself. When it comes to performance and asset management, I bet I have done some things wrong (this was my first android app and my first game). But with every update, it becomes better . I wrote a small "history of prototypes" on our homepage a little while ago, where you can see the milestones we achieved with each version. But I stopped updating some versions ago, so the latest version of the game is not there. To run the game in your browser, you need the webGl plugin.
We plan to make some development and design-tutorials in the future (2-3 moth from now). Frankly, since we have dayjobs too, it is a matter of time. But I hope we find the time to walk you throw the tricky parts of game development. If you like to keep track, simply like our facebook page or check this forum post in the libGdx forum.
Why is it so smooth? Hm. Maybe because I went down an endless road, trying to tweak the performance. I came up with some pretty memory-saving ideas how to build the parallax. More on that topic will be covered in a seperate tutorial.
When you think now: Hey, why is it not smooth on my device? That is probably because of the HD graphics we used. Not every phone can handle this big graphics and animations without problems. Especially phones with 320x480 screens. But we are working on that.
Surface view: My understanding ist that LibGdx uses a GlSurfaceView under the hood, but usually you do not get in touch with that.
cool !
good work bro...
congratulations !!!
its ok to play

[GAME][4.0+]Knock the Flags 49+ LEVELS PHYSICS BASED 3D GAME

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.

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

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

[GAME FREE] Food Defense - Bug smasher

Food Defense - Bug smasher
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"lightbox_download": "Download",
"lightbox_share": "Share",
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One day you wake up in the middle of the night to find a way to touch to the kitchen, turn on the light and ... Dream passes instantly! Here is a horrifying picture: hordes of beetles want to eat anything that smells or looks tastier than stone. Without missing a second you grab tucked under the arm hammer and boldly enter into battle! ...because you know: no one of them should to survive, they should not be here!
Be quick and agile! The only way you will be able to keep what is so expensive for you!
Food Defense - Bug Smasher - is crazy arcade game in which you will be using a hammer to destroy hordes of insects that are so eager to take hold of your meal. Variety unprecedented insects make you wonder and especially some of them - to think seriously. In addition you will be able to use a lot of bonuses that will help in the difficult struggle with annoying horde.
Game tasks:
Do not let the bugs take out food from the table as long as possible
Kill as many beetles as possible
Compete with other players and your friends
Collect crystals: you can buy a variety of bonuses in the store for them
All this is waiting for you!
Google Play: https://play.google.com/store/apps/details?id=com.serhiishkatulo.fooddefense
Armstrongw said:
Good graphics but the game quickly gets bored.
Click to expand...
Click to collapse
Thanks for Your reply! We are developing new game modes and bonuses. I hope this will make the game more addictive.
I liked the game. The original idea of a hammer to beat the cockroaches. Even the cat helps to play. It is interesting to know what are the bonuses? I understand that they can be bought in the store?
Hi! I just tried your game.
I really love the visuals. Did you do the graphics by yourself?
Also congrats on the huge number of positive reviews. I'm interested in how you got so many people to review your game so quickly as It usually takes a pretty long time for me.
Now, two things I noticed that you might want to take a look at.
First, the top banner in the main menu is unusually small on my M8. Like really really small.
And the game lags a lot. It freezes for a second every two or three hits and that makes it unplayable.
Cheers!
Hi xantgames!
Thanks for Your reply!
Graphics was made by my wife. She is game designer and she very glad to hear such reviews Thanks!
I think, huge number of reviews is related to banner advertising campaign and asking users to write a review. But actually I'm also surprised by the number of reviews.
Top banner in main menu is not full wide to not overlay Google Play Games Log In / Out button. Maybe this is not the best layout...
Sometimes lags in the game are related to LeadBolt banner (it happened to me on some other devices). I just replaced it with RevMob banner. But I don't have M8 device. I would be very grateful if you would have tested the speed of the game again.
Cheers!
apprising said:
Sometimes lags in the game are related to LeadBolt banner (it happened to me on some other devices). I just replaced it with RevMob banner. But I don't have M8 device. I would be very grateful if you would have tested the speed of the game again.
Click to expand...
Click to collapse
Hi apprising!
I tried your game again, but unfortunately it doesn't seem to be any better. For what it's worth, I also tried it on a Nexus 7 (2012) where it seems to behave the same way.
I made a short video so you can see by yourself. If you look close enough you'll see the touch recordings.
Cheers!
xantgames said:
Hi apprising!
I tried your game again, but unfortunately it doesn't seem to be any better. For what it's worth, I also tried it on a Nexus 7 (2012) where it seems to behave the same way.
I made a short video so you can see by yourself. If you look close enough you'll see the touch recordings.
Cheers!
Click to expand...
Click to collapse
Thanks a lot!
Looks very strange... Lags only after tap. I'll investigate this problem on Nexus.
Cheers!
Version 2.0 released!
- shop is open now
- added 10 bonuses
- stability and performance improvements
- beetles become smarter
- bug fixes
Version 2.2 released
- New table backgrounds
- Fixes in bugs logic
- Fixed lag on LG devices
Cool game and good quality graphics.
I read previous post and you said about advertising company. It would be nice if you tell about this more details. Which company did you use for that and how long? How much was the budget of advertising big or small? Is the advertising price back to you or you are still in minus? Thanks much for the answers.
TOEgameStudio said:
Cool game and good quality graphics.
I read previous post and you said about advertising company. It would be nice if you tell about this more details. Which company did you use for that and how long? How much was the budget of advertising big or small? Is the advertising price back to you or you are still in minus? Thanks much for the answers.
Click to expand...
Click to collapse
Thanks, TOEgameStudio!
I'm beginner in this. So I think You should not listen to my advice. I tried the next:
- Banner Ads on AppBrain ($500 in 5 days; about $100 per day). They take the money for installs. You can change cost per install starting from $0.20
- Posting to free and paid groups in social networks
- Also I used to ispreadnews.com to send review requests to bloggers. Now I'm waiting for answers from them.
So advertisement budget is small ($1000 - $1500) and it is still in minus.
Now I'm trying new ways game promotion.
cool app for beetle-haters)
apprising said:
Thanks, TOEgameStudio!
I'm beginner in this. So I think You should not listen to my advice. I tried the next:
- Banner Ads on AppBrain ($500 in 5 days; about $100 per day). They take the money for installs. You can change cost per install starting from $0.20
- Posting to free and paid groups in social networks
- Also I used to ispreadnews.com to send review requests to bloggers. Now I'm waiting for answers from them.
So advertisement budget is small ($1000 - $1500) and it is still in minus.
Now I'm trying new ways game promotion.
Click to expand...
Click to collapse
Thanks for information! Good luck with future development and a lot of new users!!!
TOEgameStudio said:
Thanks for information! Good luck with future development and a lot of new users!!!
Click to expand...
Click to collapse
Thank you! Same to you!
tried the game, very cute graphics
Fantastic! =) I love this game!!!
Install the update. After the upgrade, the game has become even more interesting. I think this is the best game in its genre. Bonuses make the game more addictive. Add more bonuses. Will you continue to develop the game? Excellent work.:good:
Leonid64 said:
Install the update. After the upgrade, the game has become even more interesting. I think this is the best game in its genre. Bonuses make the game more addictive. Add more bonuses. Will you continue to develop the game? Excellent work.:good:
Click to expand...
Click to collapse
Thanks Leonid64!
Of course! We have many ideas about development of this game: new insects, bonuses, locations etc. Updates coming soon!
Yes, Idea good, but to small kepp user in game. Need something fresh and new in game for better result.
AlexanderKrupenkov said:
Yes, Idea good, but to small kepp user in game. Need something fresh and new in game for better result.
Click to expand...
Click to collapse
Thanks AlexanderKrupenkov! We are thinking now about it. Some scenario mode, achievements, etc.

[GAME][4.1+] Cube TD

Hello everybody. It's been a long time since I registered here.
I created a game more than 4 years ago that was terrible, but it helped me to get a job, so at the end it was a good deal.
Now I am back with a new personal project that I am doing in my spare time. I started it in 2016 aiming to finish it in few months... Last Sunday I uploaded it to the store, but it is far away from being finished.
It is a turret/tower (I say turret because of Starcraft maps) defense game, where you can place the turrets in the map making a path for the enemies. I haven't seen many of them on the store, thats why I wanted to create one.
My first attempt was to work with a workmate who would do the 3D, but it didn't work.
Then I thought I could learn some blender and do it myself, but I finally asume that I didn't have the time for everything.
I though about buying some assets in the Unity Store, but I wanted original and personal graphics.
So finally I decided to do my models... With Unity primitives. Every enemy and every tower of the game are made from scaled cubes. And I am not totally discontent with the result. The batching is pretty good and I was able to use realtime shadows, that improved the look a lot. The bad thing about this is that there are many GameObjects in the scene and can affect the performance, something that would be fixed with a single mesh.
I also wanted control about the pathfinding. I did it myself and I think it is fast and works correctly. I gave the enemies an small chance to choose the wrong way and some friends have reported me that it looks like there has been a bug in the AI of the enemy. I might have to think about that. If you could give me some feedback It would be very helpful.
Something I have to change for sure is the UI. I think I can tell when something is beautiful or ugly, but I don't have the ability to make anything beauty. So my UI is ugly. I just kept working on that base and style because I wanted to finish the game some day, and I didn't want to get stuck on that.
The game is in an early stage. It needs more towers, more enemies, more levels and more achievements. I also have to integrate analytics, google play game services and meybe another video provider.
It is monetized with videos. I think I am not being agressive at all. There are three ways to see videos and all of them are voluntary.
-Energy (Energicubes): The player gets 1 energy to play a game every hour at a maximum of three. Play a level costs one energy, but everytime you complete a level for the first time, you get your energy back. So in theory you could play non stop as long as you win. If you run out of energy you can watch an Ad and get 3 energys. The game starts with 5 energicubes.
-Technocubes: Thats the coin used to unlock new turrets or evolution of turrets. You get 1 for completing a level for the first time. 1 completing a level without loosing lives for the first time. And one everytime you complete a level and decide to watch an Ad. So again it is voluntary.
-Perks: There are consumable persk that the player can use to complete a level in case he gets stuck. A perk could be a big wave that damages all the enemies or extra money to build turrets. There is a chance of getting free perks when you finish a level and also you can get a random perk every few minutes watching an Ad. The perks are there to help people who can't pass a level, but they won't get the maximum of three stars if they use a perk in the level. So in some way I think it is not an Ad to win game.
What do you think?
This week I want to work in:
-Include analytics with firebase.
-Add google play game services.
-Add 3 more levels (there are only 19 and I want to have at least 200 before I can consider this game complete).
-Add some achievements, at least 5 more.
-Close the game and navigate the menus with Android back button.
For future updates the game needs:
-A menu with all the enemies that the player has discovered, with all the stats and info.
-More enemies with unique mecanics.
-More turrets. I have in mind a support turret that increases the damage of near turrets, an electric turret that makes damage all around, a gold generator turret... More ideas you could give me would be appreciated
-Something different in the UI.
-Music.
I made two gifs so you can see the game without having to download it:
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"lightbox_close": "Close",
"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:
Click to expand...
Click to collapse
And I see that you made an exit button, nice..... On previous version, I could only exit by pressing home button.
Keep polishing, no need to hurry, take it easy...... good luck.
Hi! I am back after two new updates. The version 0.75 is out with big changes.
Two new turrets, a gold miner and a support turret. There is also a popup with information about the defeated enemies. Some ui improvements and local push notifications. I made the notifications to be quiet. Some times it is anoying when a game send you many notifications, so I tried this to see if I improve the retention and dont make the users to remove the game becaouse of them.
I included until level 33. Some new enemies and more achievements to unlock.
I am quite happy with the progress. I am taking your advice and not hurrying, cacingbesar. Step by step the game is taking form.
Now I need more levels and create videos and trailers to show the game and to update the game page in google play.
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
h4rd said:
in first experience, it comes to me so strange but when tried the game dynamics it feels so good thanks for post after long term experience i can share my feedbacks
Click to expand...
Click to collapse
Thank you very much! What I have in mind for the levels to come is making them longer.
The first levels I wanted to give the player time to collect technocubes to buy turret evolutions. Then, with longer levels the player will face stronger enemies and evolve the turrets during the level will make sense.
The evolutions are not worth at the beggining in the damage/cost ratio, but because they scale faster with the tower level, with towers at level 10 and so on it is worthy to evolve a turret instead of building a new one.
This is what I have planned for the future levels
This is similar to the new turret. It increased the damage of nerly turrets by 20%. It is expensive but surrounded by strong towers it can be very effective.

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