Get it on Google Play
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Hi there, my newest game, which I have just released, Quantum Bounce, is a combination of puzzle and arcade with an emphasis on aiming and timing.
Weekly Update 1: Added 10 new levels and fixed several bugs.As the title mentions, the game features NO ads and no IAPs and you can pay what you consider the game is worth or pay nothing at all. We all know how annoying and intrusive ads are and how so many new games push the "freemium" model. Instead of doing that, I wanted to try something new and release the game completely free with the possibility to donate whatever amount you think it's worth in order to support me in creating future games.
I have worked almost 2 months on developing the game to reach a polished state that you can see once you play it. From the beautiful music and sounds effects by Nigel Good to the simplistic and clean graphics, Quantum Bounce, creates an enjoyable experience for both casual gamers and the more seasoned ones.
I would love to hear your feedback on the following:
- How fun do you consider the game to be on a scale of 1 to 10.
- How is the performance? Does it run smooth on your device?
- What's your opinion on this "pay model".
- Any suggestions or critiques?
I will be watching this thread for the next 20 hours, so if you have any questions of any kind (development or anything else) please feel free to ask.
Thank you for trying it out and if you enjoyed it please rate it
Any feedback you guys have is highly appreciated
Downloading...
Why does play store say it needs access to in-app purchases, see ss? You said there were none.
Sent from my GT-S5360 (Galaxy Y)
erriperry said:
Downloading...
Why does play store say it needs access to in-app purchases, see ss? You said there were none.
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
The only IAP is the one where you pay what you want for the game. So it's not really a traditional IAP, but a convenient way for people to donate if they wish.
Thanks for downloading the game, can't wait to hear your feedback
Degineth said:
The only IAP is the one where you pay what you want for the game. So it's not really a traditional IAP, but a convenient way for people to donate if they wish.
Thanks for downloading the game, can't wait to hear your feedback
Click to expand...
Click to collapse
Saw that.
Very difficult but good game. It's a bit laggy on my Samsung galaxy y, but that's normal
Is it supposed to be like on the ss (the right side)?
A feature I thought about: on each level, there would be a star or coin. If you take the star/coin and complete the level you get it. Then you can buy stuff, like other ball colors, with your stars/coins.
Sent from my GT-S5360 (Galaxy Y)
erriperry said:
Saw that.
Very difficult but good game. It's a bit laggy on my Samsung galaxy y, but that's normal
Is it supposed to be like on the ss (the right side)?
View attachment 3283420
A feature I thought about: on each level, there would be a star or coin. If you take the star/coin and complete the level you get it. Then you can buy stuff, like other ball colors, with your stars/coins.
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
Sorry, that's a bug which I have now fixed. The update should be live in a few hours. Thanks for noticing
What do you guys think of this payment model?
Quick first five minute review:
Performance was ok, at least on my old X10, other devices will for sure run it butter smooth.
Graphics and design great
You could add more customization for the user, like ball and map designs, etc.
Love the music!
Fair payment model, depending that you didn't made this game for money
Suggestion:
- Custom level designer?
Rate:
7/10
Fun: Entertaining game, could see myself killing time with this game.
Performance: Runs perfect on my phone(Quadcore, 1gb, Lolllipop)
Payment Model: While in theory it seems very fair to the dev and customer, in practice it doesnt work, there might as well not even be an option to pay/donate what you want because 99.99% of users will not pay anything for this type of game. Only time this payment model works is for games with a large fan base with constant updates, see a game like Pixel Dungeon, completely funded by donations because of large fan base and constant updates.
Suggestions: More customization options for ball/backgrounds, use a standard payment model, maybe f2p with non intrusive ads that are removable.
Arcannia said:
Quick first five minute review:
Performance was ok, at least on my old X10, other devices will for sure run it butter smooth.
Graphics and design great
You could add more customization for the user, like ball and map designs, etc.
Love the music!
Fair payment model, depending that you didn't made this game for money
Suggestion:
- Custom level designer?
Rate:
7/10
Click to expand...
Click to collapse
Hey, thanks a lot for the feedback.
- I intend to release more levels on a weekly basis.
- As for the payment model. I don't intend to make any money off it. Before developing the game I read some statistics and on Android less than 2% of people donate for a game the minimum ammount ($0.70). So, I knew from the start that I would not make any money off it but I was hoping that by offering the game for free and no ads I would get a userbase for my future games. So, if you like the game, share it which in turn will push me to create more games in the future
theBdrive said:
Fun: Entertaining game, could see myself killing time with this game.
Performance: Runs perfect on my phone(Quadcore, 1gb, Lolllipop)
Payment Model: While in theory it seems very fair to the dev and customer, in practice it doesnt work, there might as well not even be an option to pay/donate what you want because 99.99% of users will not pay anything for this type of game. Only time this payment model works is for games with a large fan base with constant updates, see a game like Pixel Dungeon, completely funded by donations because of large fan base and constant updates.
Suggestions: More customization options for ball/backgrounds, use a standard payment model, maybe f2p with non intrusive ads that are removable.
Click to expand...
Click to collapse
Thanks a lot for the feedback.
As for the payment model, as I've stated in my reply above, I knew from the beginning that the game won't generate any money. I did it mainly as an experiment and as a way to gather a userbase for my future games.
Again, thanks for playing and if you enjoyed it please rate it
Degineth said:
Sorry, that's a bug which I have now fixed. The update should be live in a few hours. Thanks for noticing
Click to expand...
Click to collapse
It is still there after updating
Sent from my GT-S5360 (Galaxy Y)
erriperry said:
It is still there after updating
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
Yeah, it appears the problem is more elusive than expected. I promise it will be fixed
Anyone else have more feedback?
Bump and more feedback welcome.
A new update will come on friday with 20 more levels .
Hi,
just tried this and it is really good. Not quite my kind of game, but very nicely done. Ran very smoothly on my Nexus 5.
Glitches:
- the "right border bug", that has been mentioned before.
- there was a level, where apparently the ball hit the goal and an obstacle at the same time, so I had both the "continue" and the "retry" controls visible on top of each other.
- I'm not exactly sure about this, but it doesn't seem to follow "angle of incidence = angle of reflection" perfectly. Don't really have a way to verify that, it just felt wrong at times.
Suggestions:
- I would get rid of the "retry" button. It's a little annoying to have to push it every time.
Overall, great effort. :good:
erriperry said:
Downloading...
Why does play store say it needs access to in-app purchases, see ss? You said there were none.
Sent from my GT-S5360 (Galaxy Y)
Click to expand...
Click to collapse
Since it's staring right at me in the picture, I have to ask... Why both identity (google) and phone identity? Never understood seeing this in apps. Also, any call information involved in the phone identity & call information header?
Google new grouping of permissions is a disservice to all, I have to say. [emoji53]
Sent from my secret lair in a hidden mountainside.
Mettanine said:
Hi,
just tried this and it is really good. Not quite my kind of game, but very nicely done. Ran very smoothly on my Nexus 5.
Glitches:
- the "right border bug", that has been mentioned before.
- there was a level, where apparently the ball hit the goal and an obstacle at the same time, so I had both the "continue" and the "retry" controls visible on top of each other.
- I'm not exactly sure about this, but it doesn't seem to follow "angle of incidence = angle of reflection" perfectly. Don't really have a way to verify that, it just felt wrong at times.
Suggestions:
- I would get rid of the "retry" button. It's a little annoying to have to push it every time.
Overall, great effort. :good:
Click to expand...
Click to collapse
I have the same device and this review says what I want to say too. Also I attached a screenshot of the problem.
Hmmm this game looks similar to Okay?, but let's see how yours is going to look like, I'm interested.
Mettanine said:
Hi,
just tried this and it is really good. Not quite my kind of game, but very nicely done. Ran very smoothly on my Nexus 5.
Glitches:
- the "right border bug", that has been mentioned before.
- there was a level, where apparently the ball hit the goal and an obstacle at the same time, so I had both the "continue" and the "retry" controls visible on top of each other.
- I'm not exactly sure about this, but it doesn't seem to follow "angle of incidence = angle of reflection" perfectly. Don't really have a way to verify that, it just felt wrong at times.
Suggestions:
- I would get rid of the "retry" button. It's a little annoying to have to push it every time.
Overall, great effort. :good:
Click to expand...
Click to collapse
Hey, thanks a lot for your feedback, I really appreciate it.
The border bug will be removed on the next update (hopefully) along with the double button issue.
Related
Hey everyone.
We're currently working on a cool little game, first version is already out in the market. It's called 'Horror Run!' (name is a bit meh, but it works..).
There are a lot of ideas floating around to improve the game and we'd like your help for more ideas!
You can read about the game in our blog, or download it from the market to try it out (it's free).
Let me know what you think, any comments and criticism are welcome, and the negative are surely better put here and not in the market itself
We're especially looking for ways to make it more addictive and a bit more versatile. Right now a global high score system is our first priority for next version
But any idea is welcome, and if you like the game and think something is missing don't hesitate to post
Thanks!
========================
UPDATE: An update was just released to the market. It adds OpenFeint support for global leaderboards - we feel that was the most sought after feature so we used the (very) little time we had to work on that and it's finally done.
Again we're like to thank everyone here at XDA for supporting us and downloading the game, as well as providing invaluable feedback. keep it up
========================
This is our blog
Some screenshots:
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300 views and not a single reply?
Some feedback could really help us improve and let us start and keep a stream of quality material into the market....
i'll check it out at the market and i'll get back to you later on...
downloading now will report back.
Downloading and will try..
Really fun game!
G2 Rules!
I cant figure out the controls it wont allow me to jump over the "demons" ive looked at the tutorial twice and still no luck
jonny68 said:
I cant figure out the controls it wont allow me to jump over the "demons" ive looked at the tutorial twice and still no luck
Click to expand...
Click to collapse
u can actually do double jump by press jump twice.. or jump+roll to make it dash while jumping.. u can also try double jump and roll which usually result in suicide..
nitzanj said:
300 views and not a single reply?
Some feedback could really help us improve and let us start and keep a stream of quality material into the market....
Click to expand...
Click to collapse
it's an okay game.. definitely not 1st of its kind but the added graphic makes it nicer than some others similar game.. but the problem is its getting pretty boring after awhile... maybe u could give more type of obstacle like consecutive "double demons" or add obstacle that needed to be double-jumped to get through. or u can make a combo obstacle that won't allow the player to relax (after roll then the player must quickly jump then follow by double jump or whatsoever). of course it should be after a while the game started to added more difficulty...
i'm thinking an extra dash button would be nice to add.. adding more possible gameplay. so jump+dash would replace jump+roll.. jump + roll could be another action (such as immediately roll after jump). well, i'll leave it to ur imagination =p...
Great graphics but gets tiresome for me cause I keep dying
One touch and dead from a bat is a little harsh but the game is very challenging, lol. Really good job though just not my preferred type of game.
Downloading it now on my Galaxy S!
Awesome game, has a lot of potential. Runs great on my phone and graphics are good, only thing i'd change is the Menu graphics, make it a bit more pro .
But still, for a first release i'm impressed. I would change the 1 hit 1 die rule too, and add more levels/maps/objectives etc.
It's so fast I keep dying so quick lol
Fun game - good graphics.
Took me just 2 tries to figure out the controls. Not the most obvious icons, but they are in a obvious location ;-)
Looks awesome i will try it
Similar to Free Running (search Market) but more challenging and has more features. Also like Robot Unicorn Attack (see Facebook/Adultswim, I'm addicted to this game) in terms of game play.
Suggestions: background sound, sound effects, balance the game a bit (in terms of difficulty, sizes of enemies)
Downloaded the game.
First impression was nice graphics !
Personally i think the gameplay is to quick, i keep dieing, maybe a easy - normal - advanced setting ?
Your Game is ok but noting pretty special but it runs pretty fast on my Milestone 2.
Besides what about adding items e.g run faster or invisible.....
looks great and runs nice, im sure you will work out the little things, i wish i could program in java, my games would run much smoother, lol ive been using appinventor, i can get them to look pretty god, but gameplay sucks balls
Downloading now will report back soon
Phew, lots of comments after the nothingness of the first couple of days
Thanks for all the replies, great feedback, this is just what we need!
To the actual points:
I didn't realize it was that diffucult, I guess when you're the one making the game things seem easier
And Of course I'm well aware that the thing is repetitive to the point of being almost mundane - This is indeed a first version and a form to 'test the water' sort of speak. There are several ideas cooking to make it a bit more diverse.
Some things that will definitely make it into future versions:
1) Multiple lives before game over (already working)
2) Make the starting speed a tad slower (already working).
2) Add an easier difficulty level (probably main/only difference will be the starting speed to be even slower).
3) global highscore system using Feint or the likes, to make it a bit more social (Probably separate board for easy/hard).
Things I want to add if I overcome some obstacles (silly pun intended ):
1) More enemies and background pictures. Currently I'm having some memory and performance issues, trying to work it out. Might switch to OpenGL
2) Achievements, using Feint system probably - things like get 10K points without rolling a single time, get 10K points w/o collecting a single treasure item, get 10K points while collecting every single treasure item etc.
3) Bonus with special effects. Right now I'm thinking a shield and a special fly mode, but we'll see...
I'll try to professionalize the menu, but it's not easy when graphics it's not your profession
I'll release partial updates in the following weeks (at least the lives and easy mode are already mostly implemented so they could easily make it).
Hopefully the part time job and being a full time student won't hinder the progress too much and I'll be able to get some more meaningful updates soon after the exams are over (i.e. near the end of February).
Thanks again for all the input!
Really like the game, really addictive to break your own score, currently at 5030.
Works very well and stable, doesn't lag at all!
really like the sounds in the game.
Maybe an online scoreboard would be a nice feature?
I'm also wondering in what language this is programmed, just in Java with like a game development SDK?
Keep the games coming!!
Released my first android game. I am a sole developer, game took approximately 6 months to complete. Without further ado, I bring you
graBLOX!
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Easy to learn, hard to master. The concept is simple, remove all the blox from the board to move on. The challenge comes when not every block acts the same way.
Over 70 levels and 7 different and fun BLOX types (With more on the way)
Any feedback is welcome, good or bad. If you have any questions about the development process / time frames, let me know. I would be happy to answer.
Android market link : https://market.android.com/details?id=com.voldaran.puzzle.graBLOX
QR Code :
Game was just released, so it may not show up on your phone search.
Game was updated with performance fixes.
Anyone give this a shot yet?
v.1.0.3
Added a feature request, Grid Option! to toggle through 3 different Grids, Full, Border, and Off
Fixed a bug causing the game to force close in rare cases on exit.
Brilliant game, keep on it mate.
Sent from my Arc via transwarp beacon.
Well , I just saw this thread, just installed it, and just tried the game.
And I must say, it's amazing! Simple yet entertaining, just the way I like it.
My guess is it will be very popular soon!
Tested on Galaxy S2, ICS ROM, works flawlessly, didn't encounter any errors, or FCs, although I didn't get past the 4th level ( feeling sleepy )
My experience and opinions, criticism and whatnot
+ The game starts up very fast!
+ The transitions are really nice in the world/level picker.
+ Music is really nice and not too boring, though I would prefer something jazzy
and slower ingame ( a lot of clouds )
maybe something like : https://www.youtube.com/watch?v=Nf8FCLT8S6A
+ Help is drawn pretty nice, although it should point out that you need at least 3
blocks together for them to dissapear
+ text Font is awesome and fits well, so does the rest of the graphics
+ I love the concept of the game, nothing simillar out there
+ Block animations are awesome too
- I dont like preview thumbnails on level picker, they all look the same, maybe
some nice icons or something ?
- I didn't check the other worlds yet nor levels past the 4th but it seems they all
have the same 3 clouds + sun background. It got boring after 2 minutes
Maybe night/day cycle or something, shouldnt be too hard Would even look
nicer with a moon there and a dark background
Maybe the preview thumbnails will look better when the levels have different
backgrounds
Gonna play with it tommorow some more and edit this post if I find something that I like/don't like
Great job mate! Cheers!
Edit : Added smilies to the post, it wouldn't add the first time for some reason
gr4ndm4st3r_bl4ck said:
... awesome feedback...
Great job mate! Cheers!
Click to expand...
Click to collapse
Amazing feedback, thanks!
As to your light criticisms, I am in the process of trying to incorporate a more friendly level structuring. As in, you won't have to just play 1 level until you beat it, you will have more levels open to you. And part of this process might be changing the menu system around.
As far as the graphics go, you may be SHOCKED to learn, but I did all the graphics myself, hehe
It probably doesn't need to be said, but I am no good at graphics, my idea would be to make each world look different, so you are not looking at the same thing all the time. But drawing things that don't hurt people's eyes is very tough.
I had originally considered making the game go to night time, you may not have noticed, but the sun actually moves. And when it gets to the other side, it just switches back. At that point I wanted to make it moonlight, but I couldn't draw anything that didn't make my eyes bleed. But you have convinced me to keep trying.
I will keep at it though, thanks for the info.
This game is awesome, please keep it updated
nqhuy90 said:
This game is awesome, please keep it updated
Click to expand...
Click to collapse
Thanks for the support,
I am working on a big update. Probably due out next week, or the week after. So get your feature requests / suggestions in!
Very clever game, I like how the difficulty varies from level to level.
Sometimes I think a level is too hard, and then I realize it only took 2 moves.
I will also mimic the above poster and say you need a help screen that shows you only need 3+. took me a few seconds to realize that on my own.
linklynn said:
Very clever game, I like how the difficulty varies from level to level.
Sometimes I think a level is too hard, and then I realize it only took 2 moves.
I will also mimic the above poster and say you need a help screen that shows you only need 3+. took me a few seconds to realize that on my own.
Click to expand...
Click to collapse
Well I thought that too, until I took a closer look and it actually says 3+ on top of the help screen! Though not too many users will figure out what 3+ actually means
gr4ndm4st3r_bl4ck said:
Well I thought that too, until I took a closer look and it actually says 3+ on top of the help screen! Though not too many users will figure out what 3+ actually means
Click to expand...
Click to collapse
Maybe have another info screen on the second level showing the same thing but with just 3? Although it wasn't too hard for me to figure out on my own.
I am stuck on level 25, has to be impossible! I love the little tie-die looking dudes, neat mechanic.
Thanks for the kind words.
I am planning on updating how the level structure works, Anyone have any suggestions? I would like to implement a method in which you don't have to progress one level at a time. So if you get stuck, you have other levels open to keep on playing.
v.1.0.4
Updated the level order. I found too many people failing earlier, changed the levels to have a better difficulty curve.
Enjoy!
Good stuff! It's tougher than I would have thought to find a good, free puzzler that doesn't beat you over the head with ads. Thanks!
downloading XD
Halumian said:
Good stuff! It's tougher than I would have thought to find a good, free puzzler that doesn't beat you over the head with ads. Thanks!
Click to expand...
Click to collapse
Best review I could hope for
marc.zheng said:
downloading XD
Click to expand...
Click to collapse
Let me know what you think.
Some amazing reviews for my game came out today.
"For the android puzzle game fans, I present you the best puzzle game that had been released until now."
http://www.theandroidgalaxy.com/grablox-android-unique-puzzle-game/
"This game is a rare gift, in that it is a truly unique puzzle game... that it is fun as well"
http://justreboot.wordpress.com/2012/02/24/android-game-review-spotlights-debut-games-from-new-developers-roundup/
Can't tell you how happy I am about these reviews, simply amazing!
Dots: Chain Reaction. Tap the screen to start a chain reaction which consumes all the dots that touch it. With 48 levels over 3 stages there is hours of fun to be had. Each stage has new types of dots and a distinct aim for your chain reaction which provides varied gameplay. After you create the required chain reaction you will achieve a 1, 2 or 3 star rating depending on how many dots you caused to react.
Can you create a chain reaction that consumes all the dots?
FREE to download at google play store:
https://play.google.com/store/apps/details?id=com.dots.chainreaction
Or download APK directly:
http://www.mediafire.com/download/3p42zm3mf8aqac9/Dots_Chain_Reaction_v10.apk
Or download $0.99 paid version from Google Play:
https://play.google.com/store/apps/details?id=com.dots.chainreactionpro
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Great game man
Reminds me of a game that is a chrome app on windows. Wasted time playing that so see much the same with this.
Sent from my Nexus 4 using Tapatalk
Version 1.1 of Dots: Chain Reaction now requires Android 3.0+ and is also available on:
SlideMe.org
and
Amazon App Store
Version 1.2 includes an extra stage, there are now 64 levels to beat!
Download for free at Google Play
lee boze said:
Dots: Chain Reaction. Tap the screen to start a chain reaction which consumes all the dots that touch it. With 48 levels over 3 stages there is hours of fun to be had. Each stage has new types of dots and a distinct aim for your chain reaction which provides varied gameplay. After you create the required chain reaction you will achieve a 1, 2 or 3 star rating depending on how many dots you caused to react.
Can you create a chain reaction that consumes all the dots?
FREE to download at google play store:
https://play.google.com/store/apps/details?id=com.dots.chainreaction
...
FREE to download at google play store:
https://play.google.com/store/apps/details?id=com.dots.chainreaction
Click to expand...
Click to collapse
Thank you for sharing the game. Would you please add the apk to the first post so that people without access to the Play Store can download it as well? Thank you.
lee boze said:
Thanks. I have now added a direct download for the APK to the original post as well.
Click to expand...
Click to collapse
Thank you. I have been playing it a bit and I gotta say it is quite good. The only thing I would add would be an option to retry the level regardless of outcome. There are people out there who don't like anything less than 3 stars
It will be featured in the portal soon
I am the one who knocks...
It's so damn addictive! Good job
Evil! just Evil!
Very nice and addictive game!
Just a few remarks:
- I don't see the purpose of the "Exit" item on the main screen. Is this a porting from an iOS version?
- You should remove the black menu bar shown on devices without a physical menu button
It's a clone of one of my friend's iphone games, but for android:
https://nicolasgoles.com/blog/2010/09/hex-reaction-game-for-iphone/
very nice game :good:
Super game, how would you feel about it being included in a rom? and is there a donate version to remove the ads?
lee boze said:
Version 1.1 of Dots: Chain Reaction now requires Android 3.0+ and is also available on:
SlideMe.org
and
Amazon App Store
Click to expand...
Click to collapse
Why 3.0+? The post says 2.2+...
egzthunder1 said:
Thank you. I have been playing it a bit and I gotta say it is quite good. The only thing I would add would be an option to retry the level regardless of outcome. There are people out there who don't like anything less than 3 stars
It will be featured in the portal soon
I am the one who knocks...
Click to expand...
Click to collapse
I'm one of those sickos who keeps trying for the 3 stars, so I would agree. I would also like the ability to pay you a few dollars to remove the ads.
One other suggestion might be another way to indicate the goal/target without having to tap the screen to start the level (maybe something in the header).
bljarv said:
I'm one of those sickos who keeps trying for the 3 stars, so I would agree. I would also like the ability to pay you a few dollars to remove the ads.
One other suggestion might be another way to indicate the goal/target without having to tap the screen to start the level (maybe something in the header).
Click to expand...
Click to collapse
Heh... levels 6 and 16 are the bane of my existence at this point (both of them on 2 stars and everything else on 3).
One last suggestion to add even more realistic physics to this... make the balls solid so that they can collide against each other instead of going through like ghosts. Collisions would add a huge amount of entropy in the system which will make it even better imho.
egzthunder1 said:
One last suggestion to add even more realistic physics to this... make the balls solid so that they can collide against each other instead of going through like ghosts. Collisions would add a huge amount of entropy in the system which will make it even better imho.
Click to expand...
Click to collapse
nice idea! :good:
Wow, thanks to everyone for trying the game and leaving feedback.
mcgi5sr2 said:
Super game, how would you feel about it being included in a rom? and is there a donate version to remove the ads?
Click to expand...
Click to collapse
I'm not sure exactly what you mean by a rom. Do you mean being packaged with other games and offered as a download? If that is what you mean, I don't mind at all, feel free to upload it.
There isn't currently an ad-free version but it's something I am looking in to. I've never released a paid app before so I need to get up to speed on how to go about it but I will post back here when it is available.
bronozoj said:
Why 3.0+? The post says 2.2+...
Click to expand...
Click to collapse
Sorry about that, I have edited the thread title so it is no longer misleading. I had to upgrade the android version because it was taking a long time (up to 10 seconds on older phones) for the app to reload after switching to another app or homescreen and then back to my app (during this time there was only a black screen). The only resolution I could find was to preserve the OpenGL context which I think is only available on 3.0+.
bljarv said:
One other suggestion might be another way to indicate the goal/target without having to tap the screen to start the level (maybe something in the header).
Click to expand...
Click to collapse
In terms of how many dots you need to complete the level, this is displayed on the top left of the screen, how many dots you currently have made react is displayed on the top right. Although for an explanation of what the exact aim is (each stage has slightly different gameplay) it is true you can't see this after the level has started. In a future update, I might show more detail about the current level on the pause screen, which would help, I think.
egzthunder1 said:
One last suggestion to add even more realistic physics to this... make the balls solid so that they can collide against each other instead of going through like ghosts. Collisions would add a huge amount of entropy in the system which will make it even better imho.
Click to expand...
Click to collapse
That's an interesting idea. I'll try and see if I can implement this and see what effect it has on the game. I think it would add quite a lot more realism. Thanks!
The game is very good. Here are the few problems/ideas:
Turning the screen off hangs the game. To unfreeze it I have to minimize it and then switch back to it.
There is no "retry" option if I get 2 or 3 stars, though it would be much more useful than "back".
It would be nice to swipe areas instead of clicking "Next".
jufofu said:
The game is very good. Here are the few problems/ideas:
Turning the screen off hangs the game. To unfreeze it I have to minimize it and then switch back to it.
There is no "retry" option if I get 2 or 3 stars, though it would be much more useful than "back".
It would be nice to swipe areas instead of clicking "Next".
Click to expand...
Click to collapse
Hmm, the freezing issue has me slightly baffled. Have you tried waiting a short time to see if the game might be loading in the background? I have had issues with the app being minimised and loaded again in the past (although I thought I had fixed it before release) so I will see if I can recreate this bug.
I agree with the retry button for those rating-addicts so this will be coming in the next update.
Thanks for the feedback
Hi guys,
I've published my new game Ballstacks. It's inspired by drop7 (for those who remember?!), and I would love to get some feedback from anyone here!
Based on feedback I've made several changes and updates to both gameplay and general structure and bugs, thanks for all the feedback so far, and please keep it coming!
The app can be downloaded from the Google Play store here: https://play.google.com/store/apps/details?id=com.mfmc.ballstacks
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XDA:DevDB Information
Ballstacks, App for all devices (see above for details)
Contributors
mfmc
Version Information
Status: Stable
Current Stable Version: 1.15
Stable Release Date: 2014-09-11
Created 2014-08-12
Last Updated 2014-12-08
Sent in request to join. Drop7 hasn't been updated in forever. It's nice to see a refresh of the game. Is there a dark color scheme option?
I want to join in! Can you send me a PM?
jawz101 said:
Sent in request to join. Drop7 hasn't been updated in forever. It's nice to see a refresh of the game. Is there a dark color scheme option?
Click to expand...
Click to collapse
Thanks! And dark color scheme option is a great idea, I will definitely look into this!
Still looking for testers if anyone is interested!
This game is now available on the Google Play store! Would love feedback
Thanks for trying the game! Also feel free to post any feedback here Thanks!
Nice game but text in game is little hard for me to read on LG 3D
bachdv said:
Nice game but text in game is little hard for me to read on LG 3D
Click to expand...
Click to collapse
Sorry to hear that I've had a few people mention they don't like the font...could you show me a screenshot?!
mfmc said:
Sorry to hear that I've had a few people mention they don't like the font...could you show me a screenshot?!
Click to expand...
Click to collapse
No problem, this is a screenshot from my phone. Hope this'll help you
bachdv said:
No problem, this is a screenshot from my phone. Hope this'll help you
Click to expand...
Click to collapse
Thanks! Text is very close together, you're right. I'll look into this and see if I can add some more space between letters!
Thanks for sharing the screenshot
Your game is amazing, im playing it for hours and never stop!!!!!
haihai111 said:
Your game is amazing, im playing it for hours and never stop!!!!!
Click to expand...
Click to collapse
Haha thanks! Feel free to leave me a review in the playstore Let me know if you find any bugs!
bachdv said:
Hope your game get better :good:
Click to expand...
Click to collapse
Thanks!
This is an awesome homage to drop7. That was one of my favorites way back when... I'm so excited for a refresh.
Any chance you will add color themes? Would love to see something more bold, like primary colors.
Again, thanks for the refresh to a recent classic. Enjoying this one a lot!
Sent from my secret lair in an undisclosed mountainside.
mrdoug said:
This is an awesome homage to drop7. That was one of my favorites way back when... I'm so excited for a refresh.
Any chance you will add color themes? Would love to see something more bold, like primary colors.
Again, thanks for the refresh to a recent classic. Enjoying this one a lot!
Sent from my secret lair in an undisclosed mountainside.
Click to expand...
Click to collapse
Cool, thanks for playing!
I will definitely consider adding new color themes, for now there's just standard and nightmode, but have a bit of an update plan for an additional game mode and new bonus balls for the next few months, I'll add color themes to that list!
Hope you'll continue to enjoy it, and let me know if you run into any bugs or issues. Also I hate asking, cos it feels like begging, but ratings are really helpful at this stage of launching a new app, so feel free to leave me a rating on Google Play
mfmc said:
Cool, thanks for playing!
I will definitely consider adding new color themes, for now there's just standard and nightmode, but have a bit of an update plan for an additional game mode and new bonus balls for the next few months, I'll add color themes to that list!
Hope you'll continue to enjoy it, and let me know if you run into any bugs or issues. Also I hate asking, cos it feels like begging, but ratings are really helpful at this stage of launching a new app, so feel free to leave me a rating on Google Play
Click to expand...
Click to collapse
Absolutely, no problem.
I do wonder, and I apologize for the off topic, but I never could get a definitive answer... What do the ratings do for you on Play? Seriously, I've asked this of other developers before... Never could get an answer that didn't sound like a politician dodging a question.
Sent from my secret lair in an undisclosed mountainside.
mrdoug said:
Absolutely, no problem.
I do wonder, and I apologize for the off topic, but I never could get a definitive answer... What do the ratings do for you on Play? Seriously, I've asked this of other developers before... Never could get an answer that didn't sound like a politician dodging a question.
Sent from my secret lair in an undisclosed mountainside.
Click to expand...
Click to collapse
Well...I probably wont be able to give a totally satisfactory answer either (or is that something a politician would say?) but:
- Google uses a cocktail of installs, uninstall-rate, and ratings to determine an apps position in its rankings. This means that apps with a lot of recent installs, not a lot of uninstalls (or at least not fast uninstalls), and high ratings are the apps that make it into the top lists and recommended apps, featured apps etc. Those lists are helpful as lots of people do use them to find a new app to download, even if they only look through the top 10 or so, but to be even in with a chance of getting there, an app needs to have ratings!
- Another one is that without ratings it's hard to judge an app. Especially a new app, having some nice 4 and 5 star ratings with positive reviews will help convince people to install a game that according to the Google Play store has only been downloaded 10 times (Play Store is slow in updating install numbers, faster in updating ratings)
- The one that is key for me, is again related to how people decide whether do download an app or not. If it comes recommended by a good friend they might ignore the ratings, but if someone mentions a new app to you or you read something about it somewhere but it has bad ratings, you're less likely to download it (and probably more likely to give it a bad review too, as that's how you're now primed to this app). Where ratings become important to me here is that typically the only time people come back to the app's page in the Play Store, is to uninstall an app they're unhappy with. Which is the ideal moment to leave a 1-star rating. But those people who do enjoy the app, most of them will never come back to the apps play store page, and most of them will not like the app enough to go and give it a rating. This means it feels important to probe for ratings when someone gives positive feedback on an app (on this forum for example) to make sure that an app's rating on the Play Store reflects how people feel about an app. And to make sure it's not just my friends' 5star reviews and people how disliked the app 1-star reviews on there.
Over time things progress a lot more naturally, and positive and negative reviews will balance eachother out and reflect how people actually feel about an app or a game, but in the first week or couple of days a handful of negative reviews (of not offset by some positive ones) can really disrupt the launch of a game, even if it's not the most innovative best amazing game ever, every game deserves a chance
I should mention I just wrote this as a stream of consciousness, I'm not going to read it back now, but I think it reflects how I see the value of ratings (especially around launch time)!
Sorry if it doesn't make any sense, I will go and prepare to run for office now.
mfmc said:
Well...I probably wont be able to give a totally satisfactory answer either (or is that something a politician would say?) but:
- Google uses a cocktail of installs, uninstall-rate, and ratings to determine an apps position in its rankings. This means that apps with a lot of recent installs, not a lot of uninstalls (or at least not fast uninstalls), and high ratings are the apps that make it into the top lists and recommended apps, featured apps etc. Those lists are helpful as lots of people do use them to find a new app to download, even if they only look through the top 10 or so, but to be even in with a chance of getting there, an app needs to have ratings!
- Another one is that without ratings it's hard to judge an app. Especially a new app, having some nice 4 and 5 star ratings with positive reviews will help convince people to install a game that according to the Google Play store has only been downloaded 10 times (Play Store is slow in updating install numbers, faster in updating ratings)
- The one that is key for me, is again related to how people decide whether do download an app or not. If it comes recommended by a good friend they might ignore the ratings, but if someone mentions a new app to you or you read something about it somewhere but it has bad ratings, you're less likely to download it (and probably more likely to give it a bad review too, as that's how you're now primed to this app). Where ratings become important to me here is that typically the only time people come back to the app's page in the Play Store, is to uninstall an app they're unhappy with. Which is the ideal moment to leave a 1-star rating. But those people who do enjoy the app, most of them will never come back to the apps play store page, and most of them will not like the app enough to go and give it a rating. This means it feels important to probe for ratings when someone gives positive feedback on an app (on this forum for example) to make sure that an app's rating on the Play Store reflects how people feel about an app. And to make sure it's not just my friends' 5star reviews and people how disliked the app 1-star reviews on there.
Over time things progress a lot more naturally, and positive and negative reviews will balance eachother out and reflect how people actually feel about an app or a game, but in the first week or couple of days a handful of negative reviews (of not offset by some positive ones) can really disrupt the launch of a game, even if it's not the most innovative best amazing game ever, every game deserves a chance
I should mention I just wrote this as a stream of consciousness, I'm not going to read it back now, but I think it reflects how I see the value of ratings (especially around launch time)!
Sorry if it doesn't make any sense, I will go and prepare to run for office now.
Click to expand...
Click to collapse
Lol. Nah, most people don't take the time to post what you did... Thank you for that. [emoji4]
Sent from my secret lair in an undisclosed mountainside.
It's me again, on a different forum with some more suggestions. Not that I dislike your game (love it), just more (hopefully helpful) feedback.
I've noticed my play is VERY variable. I just got 251k in one game and lost the next with barely over 1k. While there's definitely going to be a random element to this sort of game, it seems like, for me, the difficulty ramp affects my score weakly compared to the base difficulty and randomness. If you're trying for this, fine, but I think a some users get frustrated when they don't feel like they're getting better.
It's not quite obvious to me how levels get more difficult as you go on, but I think you're slowly reducing the number of balls I get per level. Drop 7 had dots so I could clearly see that it was reducing, but your bar doesn't do that.
I'd consider making earlier levels easier, perhaps giving more than 12 balls, limiting the number of times you need to break the ? to 2, upping the powerup probability, or reducing the % of ? balls you get to drop. Heck, you could even make the first few levels so that when the ? ones come up from the bottom, they aren't all ? ones (though that might be more code). Then later ones get worse; you get more ?, less balls, ? take more effort to break.
Just a graphical bother, but I'd change the ? balls so that the colors in the ring are separated by something. I did a bit of mental math and I think there's a bit over 50% chance that a 4 segment ball has 2 adjacent segments that are the same (if you're just generating random numbers 1-6). This seems to match what I see and it makes it hard to figure out how much work is left.
The gameplay mechanics are simple: Tap to make the miner jump from one rail to the other while avoiding the gears along the way. Initially I wanted to make an 'endless' game but decided along that in development, because there are tons of endless games out there, to instead create a game with a real end and not just a score race.
Basically, the game is one huge streamed level that you must progress through to reach the bottom and see what lies there with change in scenery, graphics and a few 'hidden' easter eggs along the way.
Here's the Google Play Link
And QR Code:
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Screenshots:
This is my first game, and since I had absolutely no programming or gamedev experience in the past, it was a real challenge for me (even tough the game mechanics are simple), but it was a really fun ride and I gained a lot of knowledge along the way.
I mainly created it in order to learn and to make the 'foundation' for future games and ideas that I have planned.
I would really love to hear your feedback and criticism especially on:
Is it too hard or too easy?
How is the performance (especially when the bottom ad is loaded. If it causes performance issues I might remove the ad entirely)
Do you believe the ads are too intrusive and if so, would you rather have them show up less (like once every 5 game plays) or pay a few cents to remove the ads entirely?
On a scale of 1-10 how 'fun' did you think it is?
Any improvements that you would like to see.
Nice game, and I liked the graphics, also the concept. Performance was good on my Nexus 7 2013 Edition, however it lagged a little bit in the middle.
I will play around with it more and let you know if I encounter any bugs. As of now it was fun to play :good:
Rated 5 stars on Google Play, cheers!
Ah, knew there was a motive to all those posts.
Well I played your game, it's not bad, I like the graphics, but I think the interstellar ads are too annoying, they appear way to often, as well as the video ads.
I was also hoping that the miner would be able to jump in to the middle as opposed to just the left and right walls.
---------- Post added at 01:03 PM ---------- Previous post was at 12:58 PM ----------
Suggestions:
1) if possible try and make the file size smaller, 33mb is a lot
2) the ad at the botom of the screen lags the game, do something to fix that
rahulchowdhury said:
Nice game, and I liked the graphics, also the concept. Performance was good on my Nexus 7 2013 Edition, however it lagged a little bit in the middle.
I will play around with it more and let you know if I encounter any bugs. As of now it was fun to play :good:
Rated 5 stars on Google Play, cheers!
Click to expand...
Click to collapse
Thanks a lot for the feedback and for the 5 stars, really appreciate it!
I think I know why it lagged in the middle, and I will fix it in the next update.
Great UI and nice App....:angel:
taptouchart said:
Ah, knew there was a motive to all those posts.
Well I played your game, it's not bad, I like the graphics, but I think the interstellar ads are too annoying, they appear way to often, as well as the video ads.
I was also hoping that the miner would be able to jump in to the middle as opposed to just the left and right walls.
---------- Post added at 01:03 PM ---------- Previous post was at 12:58 PM ----------
Suggestions:
1) if possible try and make the file size smaller, 33mb is a lot
2) the ad at the botom of the screen lags the game, do something to fix that
Click to expand...
Click to collapse
I don't have control over the content in the interstitial ads. If they show videos that's a choice my google AdMob.
1) Yeah, it should be smaller unfortunately given the large size images I can't reduce it's size. The game itself is only 10mb, but Crosswalk is the other 20mb.
2) I will remove the bottom ads entirely in the next version, they lag the game a lot.
Thank for the feedback
I would move the rate button somewhere else. I always clicked on rate instead of new game while playing, lol. Also the game should start with the main screen not directly into action. Anyway, I'll feature it in the portal
eagleeyetom said:
I would move the rate button somewhere else. I always clicked on rate instead of new game while playing, lol. Also the game should start with the main screen not directly into action. Anyway, I'll feature it in the portal
Click to expand...
Click to collapse
Wow, thank you so much for featuring it on the portal!
Thanks for the feedback, I will definitely make the rate button smaller and move it lower below the play button. I already have a nice list of improvements that will come in the next update and this is one of them along with starting the game on the start screen instead of the game screen.
Thank you again!
My GoldDigger disappeared randomly . You can check on screens. :<
When i got to the bottom i couldnt do anything. Everytime i pressed on the screen only jump count raised by one ^^.
yours achievments raised my lvl up to 11 from 5. lol
* Game isnt smooth on my Galaxy Note 2. Spikes are horrible . What kind of game engine do you use?
* You actually can't pause/resume/exit to menu at all .
* There's also a problem with gears. Sometimes you put so many of them... one on top of another.
Khoga said:
My GoldDigger disappeared randomly . You can check on screens. :<
When i got to the bottom i couldnt do anything. Everytime i pressed on the screen only jump count raised by one ^^.
yours achievments raised my lvl up to 11 from 5. lol
* Game isnt smooth on my Galaxy Note 2. Spikes are horrible . What kind of game engine do you use?
* You actually can't pause/resume/exit to menu at all .
* There's also a problem with gears. Sometimes you put so many of them... one on top of another.
Click to expand...
Click to collapse
Hey, thanks a lot for the feedback and for downloading.
All your issues are due to the physics engine I'm using (Coocoon JS native) which I will fix in the next update by using a different physics engine (Box2D web). I'll also add a menu button when you reach the bottom.
Thanks again for the feedback
looking cool .. Downloading and will rate it
Downloading right now...
Nice job! Keep up the great work!
Really nice game, you should add moving obstacles, like small mine creatures or something moving up, also how did you create this without prior programming skills? What did you use? It really is quite addictive but I think you should at least change the gameplay a bit, so it doesn't get stale like some other 'runners'?
193Mb of RAM.. with Lollipop with RAM-bug it's inusable.
Ok, I played it and liked it. My feedback:
1) For some reason my tablet got stuck on the splash screen. I had to reboot.
2) The music and the sound buttons don't seem to work quite right i.e. I had music enabled and sound disabled and all I could hear was the effect when jumping and when getting killed.
3) When the old man gets killed, the spark trail from the axepick goes on, as if the character was still descending.
4) The background is fun but sometimes I find it out of context (or maybe I'm just too picky )
Tested on a 10" ASUS TF300T. Will test on smaller devices.
Great job!
Degineth said:
I would really love to hear your feedback and criticism especially on:
Is it too hard or too easy?
How is the performance (especially when the bottom ad is loaded. If it causes performance issues I might remove the ad entirely)
Do you believe the ads are too intrusive and if so, would you rather have them show up less (like once every 5 game plays) or pay a few cents to remove the ads entirely?
On a scale of 1-10 how 'fun' did you think it is?
Any improvements that you would like to see.
Click to expand...
Click to collapse
Here's the gameplay video...!!!
Awesome game mate...!!! :highfive::good:
"Reach The Bottom" Android Gameplay
Cool game!! I always thought reaching the bottom is easy and then came this... very well made, would't have noticed that it's your first game if you didn't say so
Development.
I'm trying to do the same thing, but i don't understand Java and the way it works. I have a background knowledge of C/C++, Pascal and etc but i don't. How did you manage to learn Developing for Android? Did you follow any Tutorials, books, online teaching or something?
The game BTW is very nice, "Jumps" should be somewhere in a better position. Loved the Immersive mode. Game starts straight away though.
devilozzo said:
193Mb of RAM.. with Lollipop with RAM-bug it's inusable.
Click to expand...
Click to collapse
That should be fixed now. I just made an update to the APK in the Play store it should reach your phone/tablet soon.
The problem was with images being uncompressed as 32bit PNGs instead of JPGs. The performance should be increased dramatically now.
Thank you for downloading and for the feedback