Hello World,
I've just published my second game, Space Marmoreus, on google play. Please go try it out and if you like it help spread it around by giving it a 5 star review, telling your family, friends, social media, etc about it. And if you don't like it, tell me what I did wrong so that I may improve in the future.
Thank you all very much, here's some info about the game:
Description:
The universe has been invaded by billions of marmoreus. The only thing standing between them and earth is YOU!!
Fight your way through the swarms and prove to your friends that you are the best by getting the highest possible score on each level and posting your mega score to the leaderboards.
Space Marmoreus is a fun, challenging and addictive space puzzle game with lots of unique levels, some of which require near perfect precision to get the best results.
Features:
- 20 levels to start(with more on the way)
- beautiful space backgrounds full of color and detail
- 7 awesome tracks for you to enjoy while saving the world
- leaderboards system, can you be the top marmoreus destroyer in the world?
Googleplay Link: http://tiny.cc/spacemarmoreus
Screens:
Bumpiness. I'll try to keep these to a minimum.
So guys any suggestions, tips, praise, criticism, etc.?
very good
Loool, thanks ninfea.
Bump.
Bump.
Congratulations with your game !
I like the concept. It's fun and challenging.
However, I have some suggestions :
- I find there are to many taps needed to start playing : By that I mean, on the level selection screen, it would be better if we could directly tap the level we want to play, and then, a pop-up table asks us which difficulty we want, we tap the diffculty and the game starts. That would make 2 taps to make the game starts. Compared to the current system : 1 tap to open the scollpane for the level selection, 1 tap to chose the level, 1 tap to open the scrollpane for the difficulty, 1 tap to chose the difficulty, and finally one tap to confirm our choice, which make 5 taps.
- Be careful with ads banner. For my games, my rule is that I never display ads on the game screen, so I avoid hiding part of the stage. In the level 15 of your game, I am wasn't able to see that there was a row of Marmoreus at the top of the screen, as the banner hid it. But at a point, my ball went behind the banner and I scored points, so I understood that there were Marmoreus at this place. I think you should avoid this.
Keep the good work !
Thank you for your feedback, I really appreciate it.
I trully hate the banner situation. Unfortunately a bug poped up somewhere between the release of my first game(where banners worked fine) and this game, where the banner doesn't show up anymore if I set it's overlap option to no, so I was forced to set overlap to yes.... Sadly there is nothing I can do in this situation, I have to wait around for others to fix the bug.
And I only found this out twoards the end when my game was 99% finished. So going back and redesigning each level to fit the banner wasn't really an option anymore....
You're not the only one who said something to me about the list boxes, other people olso suggested that you should be able to just click the score cells and get taken to the level.
The problem is I don't see how I will ever be able to win/make people happy in this regard, because.... Ok here's a scenario:
a) Let's say I remove the lists and you can just click on each levels score "box" difficulty pops up and then you get taken to that level.
b) Let's say that my game becomes a success, or even if it remains a failure, let's say I decide "screw it, I ain't got nothing better to do anyway" and I keep making more and more levels for it.
c) Let's say one day you get to the point where you wanna play level 98. So you are gonna have to swipe the screen one, two, three, four, five, six, seven, eight, nine times, then another click on the level, then another click on the difficulty pop-up, and after all that you finally start playing...
At that point isn't everyone gonna start screaming at me "Bring back the damn list boxes you fool, it takes me half and hour and a million clicks/swipes just to start the game!!"?
So how can I ever satisfy people in such a case, what should I do?
VIKINGSS said:
I trully hate the banner situation. Unfortunately a bug poped up somewhere between the release of my first game(where banners worked fine) and this game, where the banner doesn't show up anymore if I set it's overlap option to no, so I was forced to set overlap to yes.... Sadly there is nothing I can do in this situation, I have to wait around for others to fix the bug.
And I only found this out twoards the end when my game was 99% finished. So going back and redesigning each level to fit the banner wasn't really an option anymore....
Click to expand...
Click to collapse
You can solve this situation very easily.
For example you can create an enum class that each screen will use :
Code:
public enum ScreenEnum {
MainMenu,
Option,
LevelSelection,
Game,
Shop;
}
And you create a class to store you game variables, among which you store the current ScreenEnum :
Code:
public class Variables {
public static ScreenEnum screen = ScreenEnum.MainMenu;
}
When you create a screen you should have this line :
Code:
Variables.screen = ScreenEnum.MainMenu (or Game, or whatever the screen is)
And finally, in your main activity class, you should have something like this :
Code:
if(Variables.scree == ScreeEnum.Game){
//Code to hide the ads
}
else{
//Code to show the ads
}
VIKINGSS said:
You're not the only one who said something to me about the list boxes, other people olso suggested that you should be able to just click the score cells and get taken to the level.
The problem is I don't see how I will ever be able to win/make people happy in this regard, because.... Ok here's a scenario:
a) Let's say I remove the lists and you can just click on each levels score "box" difficulty pops up and then you get taken to that level.
b) Let's say that my game becomes a success, or even if it remains a failure, let's say I decide "screw it, I ain't got nothing better to do anyway" and I keep making more and more levels for it.
c) Let's say one day you get to the point where you wanna play level 98. So you are gonna have to swipe the screen one, two, three, four, five, six, seven, eight, nine times, then another click on the level, then another click on the difficulty pop-up, and after all that you finally start playing...
At that point isn't everyone gonna start screaming at me "Bring back the damn list boxes you fool, it takes me half and hour and a million clicks/swipes just to start the game!!"?
So how can I ever satisfy people in such a case, what should I do?
Click to expand...
Click to collapse
For that problem you, to prevent the players to swipe the screen to much, you should create a level selection screen of this kind :
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"lightbox_previous": "Previous",
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"lightbox_thumbnails": "Thumbnails",
"lightbox_download": "Download",
"lightbox_share": "Share",
"lightbox_zoom": "Zoom",
"lightbox_new_window": "New window",
"lightbox_toggle_sidebar": "Toggle sidebar"
}
On this example there are 25 levels on one screen, but you can put more if want. So all your game levels can fit on only 2 screens.
Then, when a player choose a level there will be a popup table where we can choose the difficulty level, and the different records of the selected level can be displayed in this table.
Funny
Related
Ok, now here you are and asking me if there are not enough minesweeper games around the planet - i say no, mine is the best and that's the end of it just kidding (but it is..).
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First of all, this Minesweeper Game runs on a hexagonal Layout (as you can see) - nothing really new so far (but i really love hexagons, can't tell why) but this is not ordinary Minesweeper, no it's unlimited Minesweeper - and that's what it is: unlimited! You can have every board size you wish .. or as much as your memory can hold to be honest. I admit at the moment it is capped with a maximum of 9999x9999 fields, which is enormous huge.
Here you can see a small video of the game in action:
Screenshots:
You can scroll, you can zoom (pinch to zoom) and it has Fast Reveal:
If you flaged all bombs around a Number field - just tap the number field and it reveals the adjacent pieces - (like minesweepers know) - so you can just enjoy the game.
There is a free Version available:
https://market.android.com/details?id=com.rnet.minesweeper.free
It's the whole game, but without autosave (or save at all) and without highscores. No Ads at the moment (because it's xmas) but maybe I will Ads later .. don't know at the moment. (I need food and so, you know )
And there is the full version - which is supposed to support the developer (me) - it has autosave on close/pause and stores local highscores for each board you play.
I wanted to add a global highscore system, but i am not sure what to take, maybe i make one myself or I will implement .. scoreloop maybe? I am just concerned about permissions, I dont want to spoil the gameplay by implementing features which turns the players off But i have to say, that - say scoreloop - truly will have some marketing benefit .. What do you think about it?
Please try my newest game and let me know what you think. The game is ready for all android devices (>=G2) and all screen resolutions - it should perform well, because even in the emulator(!!) it is playable.
PS: I haven't found out if "Minesweeper" is truly a trademark or not .. really, I have no idea .. hopefully noone will sue me (here on my little island) ..
some feedback:
my suggestion is to allow players to mark a flag by long pressing a spot. Having to click the flag on top gets tedious after a while. I would default a short press to 'digging' and long press to a 'flag'. Make it vibrate when a flag is placed so we know when to let go.
just a thought.
regarding scoreloop, I dont care about a global highscore list. Often times, they're littered with cheating scores and never get any attention because of that.
there is normaly no need for switching flag/dig mode because if you flagged all bombs around a number, just tap the number to reveal adjacent fields - works perfect and fast ;-) (if you flagged wrong the bomb will revealed of course)
Forgot to vibrate .. will add this in next version ;-)
I was concerned too with cheating the scores .. that's why I consider doing my own highscore server ... because not so popular it would not as fast cheated ..
wow. nice game. lv it
I love to hear that
Seems to work fine on all devices out there
reiti.net said:
there is normaly no need for switching flag/dig mode because if you flagged all bombs around a number, just tap the number to reveal adjacent fields - works perfect and fast ;-) (if you flagged wrong the bomb will revealed of course)
Click to expand...
Click to collapse
i hear what you are saying but in that case, you're forcing people to use that method to solve these puzzles. I dont do it that way, never have. I like to mark one or two, then dig a bunch.
just a suggestion, thats all
If you dont release the finger the game triggers that as scroll mode .. I find that important otherwise it would be possible to accidentally open a field while scrolling ..
Car manufacturers are forcing people also to use the steering wheel instead of turning wheels by hand .. just kidding I will have a thought about it ..
hmm .. at a very first approach in that game I was thinking about a little trigger zone in left bottom corner (like a gamepad) where you can use your your thumb to override .. maybe i implement something like that? so to temporarily switch the current mode as long as your thumb is down.
What do you think of that? Have to implement sort of options then, so user can choose in which corner this zone should be (left/right handed players)
nyydynasty said:
i hear what you are saying but in that case, you're forcing people to use that method to solve these puzzles. I dont do it that way, never have. I like to mark one or two, then dig a bunch.
just a suggestion, thats all
Click to expand...
Click to collapse
yeah, me too. i'll give a whirl though.
love minesweeper, plus the new style
Update v1.1
GOOD NEWS!
First update of Minesweeper: Unlimited! is out.
First of all, now there is some soundfx and also the vibration as suggested
Also, for all guys who dont like the Fast-Reveal Feature, i have implemented a new function which allows you to play fast even u dont want to use fast-reveal:
Take a Look at the all new Thumb-Switcher!
In the (all new) settings-screen - where you also can turn sound and vibrator on or off - you will also find to activate the Thumb-Switcher!
Once activated you got a little zone right where your thumb is - left/right bottom of the screen. If you press it with your thumb you temporarily switch the mode as long as you hold down your thumb!
This way you can use your favorite Mode (Dig/Flag) and just switch it while holding your thumb down.
So, if you like to do digging, just go with dig mode and if you have the opportunity to place a flag, hold down your thumb, place the flag and release the thumb - you are in dig mode again.
I hope this new feature will add a great experience for some users. The update is just uploaded to Market and should be available soon all over the world.
Have Fun!
This is awesome as hell. I left a review in the market.
Many thx for your review!
hmm .. I tought about High-Res Displays coming up now like the nexus .. is it too small?
If you like I could allow zooming IN .. I turned that off because it doesnt look very nice (pixelates) but should improve gameplay on high-res-displays.
Maybe I can deliver high-res-graphics too ... so it looks nice even when zoomed in .. hmm
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Do you like solving logic puzzles? Do you like setting up the records?
Then this game is for you!
Rich arsenal of abilities and interesting levels allow you to dream and to find all kinds of ways to pass the mazes.
Draw the barriers to make the ball bouncing off them, keep off the traps, avoid the enemies and finish as quickly as you can! Find hidden fragments of information and solve puzzles of the game.
Do you want to share your achievements with your friends? It's not a problem. One click and you are in the universal table of records!
The system of tips will allow you not to spend too much time learning the game's world, and just to enjoy the process!
The game's features:
An original gameplay
A large set of abilities of the main character
A variety of ways of passing levels
Table of records to compete with players all over the world
Exciting storyline
Here’s how it works: http://www.youtube.com/watch?v=dystjS5vB04
Broken Ball on Google Play: https://play.google.com/store/apps/details?id=com.androidball
Hello,
I tried out your game today and it is really good development I like the theme mostly, but the fact is that the game didn;t contain any sound at all or non came out ( test device Gnex 4.3)
A couple of additional suggestion (low priority) If I may:
- Add a button to play faster ( like to speed things up to see the result), instead of waiting for the result after you draw the lines
- The button in the gameplay pause menu are really small, and you might want to center the skip button in the middle of the circle, on my screen it appears a bit to the bottom, and not vertically aligned with the Restart button.
- Maybe hide the settings button (appearing on the navigation buttons) as it is not being used.
But in all it is an excellent dev, didn't encounter any bug or crashes.
Hope it helps : )
Hello,
Thanks for the comment!
1. "Add a button to play faster" - Now it is in our todo list)
2. "The button in the gameplay pause menu are really small" - place to click is bigger then the icon. We will test it again and maybe will increase this place
3. "and you might want to center the skip button in the middle of the circle" - we will vertically align it with the Restart button (in todo), but horizontally this place was chosen because Russian language has longer words than English)
4. Hide settings button is now in todo, too)
Thanks!)
I spent about €130.- on apps over the last 2 years and donated to several devs on xda but I never bought anything "in app". I will never, ever, ever spend a single cent on coins in a game.
That being said: if you want to make money with this game (and it looks as if you do), I think you have to change your strategy. I played nine levels and have earned 900 coins. I played fast and with few, short lines. The cheapest item in the shop costs 500, most of them cost 1000 or 2000. The smallest amount of coins that I can buy in app is 10000!I Attention, dumbass math: I have to play 100 levels to earn the smallest amount of buyable coins! It looks like that no matter how good I play, if I want to buy stuff, I have to buy coins first. I guess that successful games with in app purchases are successful because, if you want to, you can just play them without buying anything, while in your games it seems inevitable that I will have to buy coins to continue sooner or later.
I like the idea of the game, I enjoyed playing it. I think not many people will like it because it's kind of hard and I don't think you will sell a lot of coins to the people who like it but I wish you the best of luck! I'll uninstall it now.
Thank you for taking the time to our application)
I think it very difficult to earned 900 coins from 9 levels... Because You can earn 1500-1900 coins from each level and even more on some levels. For example, If You set 1 barrier near start on first level and use accelerate, You earn 1500 coins. Or You set only 45 degree barriers and not use skills?
Yes, we of course want make money, but we make levels that user can pass for free. And rewards can allow to buy some skills to simplicity levels.
P.S. If You can say how You pass levels we will analyze that situation.
P.S. Sorry for bad english, I translated this message myself, so it have many mistakes
Update to version 1.1
1.1
Now you can speed up time
Now you can skip score calculation
Alignment of icons
Menu button was removed
New version publish and will be available after 1-2 hours
greatly reduced complexity of levels 1-4
barrier's length penalty reduced for all levels
I think it is not good, but complexity deters people(
Now we think about reduced complexity of other levels
Tips:
Each level can give 1000-1700 gold (exponential growth depends on the points)
Some levels have hidden information and prizes (gold, skills)
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axndx 2014
I failed in my Math exam and my friend passed.. thinking Math can't beat him. I made this game to prove him WRONG.
SUMX or SUM TEN is a simple number game where u have to add ten random numbers that appear one after another with a specific time delay between two numbers,then enter the answer and move to the next stage where the time delay decreses. Isn't that simple?? It actually isn't simple( this did beat my friend atleast).
CLICK HERE TO
DOWNLOAD
Click to expand...
Click to collapse
TOP SCORER
@Adhi1419 (Adhithya Rajagopal)
Have u scored more?? Post it here
Click to expand...
Click to collapse
DOWNLOAD SUMX and CHALLENGE YOUR FRIENDS TOO
PLEASE GIVE UR REVIEWS AND SUGGESTIONS..THAT WILL BE VERY HELPFUL AS THIS IS JUST MY FIRST GAME.
ALSO,PLEASE POST BUGS IF YOU FIND ANY.(DONT MIND IF GLOBAL SCOREBOARD DOESN'T WORK)
Click to expand...
Click to collapse
NOTE: This game uses NETWORK PERMISSIONS just for advertisements.
THANKS SURAJ FOR SOUNDS AND XDA,STACKOVERFLOW AND GOOGLE FOR HUGE SOURCE OF KNOWLEDGE.THANK YOU VERY MUCH.
Click to expand...
Click to collapse
Screenshot
Sweet n awesome idea..
Sent from my GT-I9500 using XDA Premium 4 mobile app
"A simplest Game to Controlling & Empowering our senses"
Well my first thought was " Its the simplest TOUGH game, I ever played "
SumX targets your two important senses i.e EYES and EARS
Numbers appears on screen on a fast regular interval and we need to add them up - seems so simple but not really. Speedy calculation requirements hits our intellect. Besides the vocal output will try to misguide your Viewing sense !!!
Well d developer dont allowed us to take a breathe before we complete a level. Hence I view a powerful challenge in SumX
Must try this game.
I would like to rate it 4.5 stars out of 5.
And a AA+ for developers thinking !!!
Suggestions:
1. Time limit to encode my answer was not the really tough task which tighten up with every level, I feel. I meant I i could add up all digits I must have encoded right answer in almost same speed. Hence time to encode my answer should not be the parameter of Tightening of Higher Levels.
2. What really matters here was time duration between each number flips on screen and That can be the variety as we go up in levels.
3. Eyes can be further challenged with a sequences of various transitional effects to show up the Numbers on screen. This may be implemented to make the SumX more challenging.
VioletR said:
Well my first thought was " Its the simplest TOUGH game, I ever played "
SumX targets your two important senses i.e EYES and EARS
Numbers appears on screen on a fast regular interval and we need to add them up - seems so simple but not really. Speedy calculation requirements hits our intellect. Besides the vocal output will try to misguide your Viewing sense !!!
Well d developer dont allowed us to take a breathe before we complete a level. Hence I view a powerful challenge in SumX
Must try this game.
I would like to rate it 4.5 stars out of 5.
And a AA+ for developers thinking !!!
Suggestions:
1. Time limit to encode my answer was not the really tough task which tighten up with every level, I feel. I meant I i could add up all digits I must have encoded right answer in almost same speed. Hence time to encode my answer should not be the parameter of Tightening of Higher Levels.
2. What really matters here was time duration between each number flips on screen and That can be the variety as we go up in levels.
3. Eyes can be further challenged with a sequences of various transitional effects to show up the Numbers on screen. This may be implemented to make the SumX more challenging.
Click to expand...
Click to collapse
thanks for your views and suggestions.. this is very helpful and I'll definitely consider your points while making the next version
thank you very much
I really liked it, it's very simple yet challenging. Maybe you can improve it a little by changing the color palette (blue dialog boxes, blue buttons and overall blue backgrounds together doesn't look very good) and giving a little more margin and/or center the text in the dialog boxes (it is too close to the left margin imho).
Didn't reach too far on the game but haven't found any bugs whatsoever. I'd rate it 4.5/5 too, good work!! :good:
lovetatfitties said:
I really liked it, it's very simple yet challenging. Maybe you can improve it a little by changing the color palette (blue dialog boxes, blue buttons and overall blue backgrounds together doesn't look very good) and giving a little more margin and/or center the text in the dialog boxes (it is too close to the left margin imho).
Didn't reach too far on the game but haven't found any bugs whatsoever. I'd rate it 4.5/5 too, good work!! :good:
Click to expand...
Click to collapse
thanks a lot for the feedback.. i'll align the text in dialog boxes and also try to add different themes/color schemes so that users can change it according to their like :good:
Hi. Here's a game i've been working on (and actually playing myself): Atomic. It's a space themed micromanagement tapping gaming. I took the basic fun game mechanics from the classic adventure capitalist experience, but gave the overall game some purpose and random events that shake things up. The goal is to attain the most atoms in your multi-verse.
Features:
- Space micromanagement
- Achievements
- Global Ranking
- Universe badge completely unique to your multi-verse
- Multi-platform (start on mobile, continue on PC or vice-versa)
- 100% optional in-app purchases
- Black holes...because they mix everything up!
Screenshots:
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More Screenshots:
*NOTE* - You can play the entire game without spending any money on in-app purchases. They are completely optional and are only included to speed up development of your universe (and also help development of the game).
Download:
Google Play Store
bump
Another bump. Also:
Updated to 1.1 - Looped BGM and added support for Android 2.3 and up.
I installed it, but it is VERY slow and freezes on the 8 word screen. 2 minuites later, Tap this to create atoms popped up over the 8 word screen. then a disclaimer popped up. tapped that and the atom screen came up again minus the opening screen. I tapped the atom and it sat there for a bit. Now my screen says: ATOMS: 1
...and just sits there.
I don't really get the point of this game. I'm pushing the elements but I don't know what I can do with them. Also what's with the dark energy and matter? I can tap the carbon 300 times to get this new thing and then what? And what's with the atoms? What can you do with that? I'm kinda confused
It's a tapping game just like AdVenture Capitalist. Except instead of collecting money, you're collecting Atoms. In this game, you create new levels and elements by making previous ones. More atoms allow more of the elements to be created per tap.
The dark energy is the overall lifespan of your universe. When that runs out, you wont be able to do anything with your universe. So the goal is to keep it from running out, while still being able to collect more Atoms. The Dark Matter is strictly for players who want to speed up the game by buying Dark Matter to convert directly to the elements or other levels (or worm holes). You tap the elements to collect as much as you can, then it unlocks other levels (this game was built for people who knew about the tapping mechanic of AdCap but got bored of it, for people who haven't played with that gaming mechanic before I will providing an in-game tutorial of all the little cute things).
Once you get to black holes, that's when tapping other levels becomes automatic.
ozzyzorda said:
I installed it, but it is VERY slow and freezes on the 8 word screen. 2 minuites later, Tap this to create atoms popped up over the 8 word screen. then a disclaimer popped up. tapped that and the atom screen came up again minus the opening screen. I tapped the atom and it sat there for a bit. Now my screen says: ATOMS: 1
...and just sits there.
Click to expand...
Click to collapse
The only glitch is you tapping ahead before agreeing to the 8 word password screen (in an update i'm going to prevent anyone from being able to make that mistake). Just simply restart, and tap the atoms. Tap the word that says "ATOMS" and keep building them to create and unlock more things.
It's not bad at all. Well done!
qberty said:
It's a tapping game just like AdVenture Capitalist. Except instead of collecting money, you're collecting Atoms. In this game, you create new levels and elements by making previous ones. More atoms allow more of the elements to be created per tap.
The dark energy is the overall lifespan of your universe. When that runs out, you wont be able to do anything with your universe. So the goal is to keep it from running out, while still being able to collect more Atoms. The Dark Matter is strictly for players who want to speed up the game by buying Dark Matter to convert directly to the elements or other levels (or worm holes). You tap the elements to collect as much as you can, then it unlocks other levels (this game was built for people who knew about the tapping mechanic of AdCap but got bored of it, for people who haven't played with that gaming mechanic before I will providing an in-game tutorial of all the little cute things).
Once you get to black holes, that's when tapping other levels becomes automatic.
Click to expand...
Click to collapse
I get it now, pretty nice! I like the design of it btw. But how do you prevent the dark energy from decreasing?
Well, the glitch is that it was taking forever for any new menu to come up. After about 15 mins. of waiting it finally started working properly. I was tapping the ATOM like you said, but nothing was happening.
I like the app. A little slow in progressing for my taste, but it's definitely got promise. I also received an error while trying to back out of the app. When I restore WiFi functionality to my phone, I will post the screenshot here.
ozzyzorda said:
Well, the glitch is that it was taking forever for any new menu to come up. After about 15 mins. of waiting it finally started working properly. I was tapping the ATOM like you said, but nothing was happening.
I like the app. A little slow in progressing for my taste, but it's definitely got promise. I also received an error while trying to back out of the app. When I restore WiFi functionality to my phone, I will post the screenshot here.
Click to expand...
Click to collapse
Yeah the pacing is a bit slow, but for those that keep going, it rewards you for the patience. Backing out makes it attempt to save a backup online in the cloud (so if you're not connected to the internet, than it won't be able to backup your data). The next time you start it up will retry the same thing and back it up.
The speed problem you have is probably because you don't have a valid internet connection (which isn't required, but yeah, blocks some stuff like ranking etc..).
bumpski
bump + updated
last bump before I let this thread get buried.
Hello. I just published my first game on the Play Store. It's called Ball Grind. If you enjoy minimalistic arcade games like Color Switch, Super Hexagon or the ones by Ketchapp, this game is for you. But don't get me wrong, I made something original, there's no game that looks like mine on the play store. Feel free to to give my game a try, let me know what you think below .
Coming for Windows Phone and iOS soon.
Well, I'm not allowed to post links yet. You can find the game on the play store by searching "ball grind" (include quotation marks).
This is the icon:
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Description:
Your ball keeps spinning around each platform. Tap the screen at the right moment for your ball to jump from a platform to another. Be careful, as the game keeps getting faster and there are obstacles in your way. Your ball can only stay on a platform for a while, so think quickly.
The objective is simple, go as far as you can, but going far isn't that simple! Try to collect diamonds that appear in your way.
- Fast paced one-touch gameplay;
- 10 different balls to unlock;
- 4 difficulty levels : Normal, Hard, Harder, Hardest (sorry, no "easy"). Can you beat all of them?
Focus and precision are key here. Prepare to test your relfexes!
Screenshots:
First impressions: The blue text on an orange background is hard to read IMO, the icon peaks my interest.
After downloading: I denied you access to my photos, not sure why you need that. Looks weird that my in-game currency is off the screen on this menu. I don't really like the text you chose, and why isn't the "Exit" centered on it's button?
After Hitting play: Tutorial is straight forward although hard to read with given text and background colors. seems weird that you want me to hit "start" after successfully completing my tutorial, it should say congratulations and take me into game right away IMO.
After Tutorial: So I lost first level, curious why the level orientation changes after I hit replay? I assumed it should be the same exact level that I get to try again on. I like the SFX, game could use ambient music as well. I feel like the game really has no theme. Prices in store seem fair, I feel like I could easily save up for a skin if I was going to play your game regularly.
Final thoughts: I feel like this is a great start and you're really on to something, I could actually see the game being fun and addicting but right now you're missing the final polish. I feel like you should spend more time on the overall presentation of the game and take care in the way every little thing looks and try to imagine yourself in the shoes of a new player. Do some playtesting with friends and family to see what they think could be improved and ask for honest feedback. I come on these forums to offer honest feedback because I feel like that's what my fellow developers need! Please feel free to send me future updates and games for my opinion, always happy to help.
ALSO, pretty sure mods will remove your post because there is no link.. not 100%
Matt
EternalGameStudio said:
First impressions: The blue text on an orange background is hard to read IMO, the icon peaks my interest.
After downloading: I denied you access to my photos, not sure why you need that. Looks weird that my in-game currency is off the screen on this menu. I don't really like the text you chose, and why isn't the "Exit" centered on it's button?
After Hitting play: Tutorial is straight forward although hard to read with given text and background colors. seems weird that you want me to hit "start" after successfully completing my tutorial, it should say congratulations and take me into game right away IMO.
After Tutorial: So I lost first level, curious why the level orientation changes after I hit replay? I assumed it should be the same exact level that I get to try again on. I like the SFX, game could use ambient music as well. I feel like the game really has no theme. Prices in store seem fair, I feel like I could easily save up for a skin if I was going to play your game regularly.
Final thoughts: I feel like this is a great start and you're really on to something, I could actually see the game being fun and addicting but right now you're missing the final polish. I feel like you should spend more time on the overall presentation of the game and take care in the way every little thing looks and try to imagine yourself in the shoes of a new player. Do some playtesting with friends and family to see what they think could be improved and ask for honest feedback. I come on these forums to offer honest feedback because I feel like that's what my fellow developers need! Please feel free to send me future updates and games for my opinion, always happy to help.
ALSO, pretty sure mods will remove your post because there is no link.. not 100%
Matt
Click to expand...
Click to collapse
Thanks for your review. But it seems there's one thing I didn't make clear: Those levels you see after touching play are actually just difficulty levels, what changes from one to the next is the speed and the colors. This is about seeing how high you can score in each difficulty level. A difficulty level is considered "beaten" once you reach a score of 30 in each (just 20 for the hardest, because I think 30 is way too hard.)
The placement of obstacles is procedurally generated each time you play, that's why it always looks different when you retry.
This is not just about beating the levels, it's also about seeing how far you can go before you crash or miss.
Also, I didn't know my game required access to photos? I don't get that permisson request when I install the game.
Perhaps I should change the description of the game a bit. And yes, I will improve the UI .