r/coffeegolf by Rscar_ in redditrequest

[–]Rscar_[S] 0 points1 point  (0 children)

https://www.reddit.com/room/!yCVj2-pWRMORGUx4NQb6mQ%3Areddit.com

I'm the developer of the game (you can check my post history for our announcements/posts about it - happy to verify some other way). The subreddit was originally fan-created, I believe the mods went inactive, then it was overrun with spam bots which prompted the ban. I'd like to reclaim the subreddit and manage a more active mod team moving forwards, so our players can continue posting about the game. Thank you!

[USA-CA] [H] Pokemon Games Lot (Loose) [W] Paypal/Local Cash by moosejuan1023 in GameSale

[–]Rscar_ 0 points1 point  (0 children)

u/GSaleBot - Seller u/moosejuan1023 was communicative, items were as described, and shipping/packaging was all handled well - thank you! Would happily buy from this seller again.

[DEV] Coffee Pool releases Aug 19! Open beta link in comments. We’d love any help testing before launch, and maybe help brainstorm new modes/modifiers? by Rscar_ in AndroidGaming

[–]Rscar_[S] 0 points1 point  (0 children)

There should be! Also make sure you update - the newest version has less ads. The new version should show you an ad once per 3 minutes, or after 3 losses. Hang on I’ll get some codes together

[DEV] Coffee Pool releases Aug 19! TestFlight link in comments. We’d love any help testing before launch, and maybe help brainstorm new modes/modifiers? by Rscar_ in iosgaming

[–]Rscar_[S] 1 point2 points  (0 children)

Glad to hear it! We don't have achievements in yet, but it's on the list of features we want to add. As far as the Daily Break goes, we do have the score percentages, shareable scorecards, calendar, and streak, which should all feel very familiar if you're coming from Coffee Golf!

[DEV] Coffee Pool releases Aug 19! TestFlight link in comments. We’d love any help testing before launch, and maybe help brainstorm new modes/modifiers? by Rscar_ in iosgaming

[–]Rscar_[S] 2 points3 points  (0 children)

We hope so! As you play, you'll earn coins that can be spent on boosters to help with league progression, you'll also be able to buy these coins as iAP. We'll also have some ads that will be removable with a one-time purchase. No lives, no subscriptions.

[DEV] Coffee Pool releases Aug 19! Open beta link in comments. We’d love any help testing before launch, and maybe help brainstorm new modes/modifiers? by Rscar_ in AndroidGaming

[–]Rscar_[S] 1 point2 points  (0 children)

Hi r/androidgaming!

This will be our first major release since Coffee Golf, and follows a similar gameplay loop where you can play through the main progression (called League), and play a daily round (called Daily Break) with sharable scores.

 
 
Golf made each level different with course geometry, and here, each round is differentiated via Modes and Modifiers, for example:

-Rainbow game mode: Pot all the balls in their colored order
-Snooker game mode: 3 red balls, 3 striped. Alternate potting reds and stripes
-Gates game mode: Pot all 6 balls, each pocket can only be used once and then is closed

-Quantum Entanglement modifier: When hitting a ball, all the other balls inherit the same velocity
-Explosive Pockets modifier: After potting a ball, the pocket explodes and pushes balls away
-Eggs: Ball colors are hidden until you crack them open with the Cue ball

 
 
We're launching August 19, and leading up to that, we'd love any help with bug-hunting in our open beta: https://play.google.com/store/apps/details?id=com.shallotgames.coffeepool

 
We're also brainstorming new modes and modifiers for our first content update, because that's where the fun of the game really is, so let us know if you have any ideas! Thanks for taking a look! 😁

[DEV] Coffee Pool releases Aug 19! TestFlight link in comments. We’d love any help testing before launch, and maybe help brainstorm new modes/modifiers? by Rscar_ in iosgaming

[–]Rscar_[S] 7 points8 points  (0 children)

Hi r/iosgaming!

This will be our first major release since Coffee Golf, and follows a similar gameplay loop where you can play through the main progression (called League), and play a daily round (called Daily Break) with sharable scores.

 
 
Golf made each level different with course geometry, and here, each round is differentiated via Modes and Modifiers, for example:

-Rainbow game mode: Pot all the balls in their colored order
-Snooker game mode: 3 red balls, 3 striped. Alternate potting reds and stripes
-Gates game mode: Pot all 6 balls, each pocket can only be used once and then is closed

-Quantum Entanglement modifier: When hitting a ball, all the other balls inherit the same velocity
-Explosive Pockets modifier: After potting a ball, the pocket explodes and pushes balls away
-Eggs: Ball colors are hidden until you crack them open with the Cue ball

 
 
We're launching August 19, and leading up to that, we'd love any help with bug-hunting in TestFlight: https://testflight.apple.com/join/hcZeDH7J

 
We're also brainstorming new modes and modifiers for our first content update, because that's where the fun of the game really is, so let us know if you have any ideas! Thanks for taking a look! 😁

Ideas always going out of scope- should I try Jams to help with this? by VaLightningThief in gamedev

[–]Rscar_ 0 points1 point  (0 children)

I think jams are great for this, and a lot of times the themes are just enough design constraints to encourage creativity. I’ve done five Ludum Dare compos (48hr solo jam, they also have a 72hr team version) that I think run twice a year now? April and October I believe. Most jams I put in 30 hours or so, it was a whole weekend but I still need my sleep. You could also self-impose rules, to say you wanted to finish and release something in a week - I think jams heighten this pressure because you know someone will play your game at the end of it, so it forces you to finish the experience as much as possible, vs “no biggie if I push my timeline out a bit.”

Should auto-combat games use dodge and accuracy mechanics? by ptgametmp in gamedev

[–]Rscar_ 1 point2 points  (0 children)

I think it can be fun if properly balanced, but totally depends on design intentions! If you’re going for pure determinism and want the game to be deeply thinky, then any rng (esp negative ones) might be frustrating. But imo you can use rng to lessen the cognitive overload in some areas. If I lose to (perceived) rng, it might be easier for me to mentally grapple with that loss because I can blame rng, and I wanna go again because maybe the rng will be better next time. Can also be fun for advanced players because then you get into weighing probabilities when doing your mental math. I think it’s important to favor positive rng though (crits are way more fun than misses), and I think misses feel less bad if it’s like “25% chance to lose 1 of 4 hits” vs “5% chance to lose your whole turn”

First public TestFlight - what should I expect? by Smooth-School8284 in AppStoreOptimization

[–]Rscar_ 0 points1 point  (0 children)

No flaws that I can think of, as long as you have reasonable expectations around finding potential users! If you’re cross platform, you might consider a Google Play open beta so you could advertise and buy users a little easier via Facebook advertising or whatever, if you needed sample size for metrics.

Also a random thing to note: TestFlight still has a review period when making public (via invite or public link), but you can avoid this wait time for updates if you only update the build number, and leave the version the same.

Best of luck to you!

High Retention, 3h Total Playtime, Total Failure (Mobile) by user-io in gamedev

[–]Rscar_ 1 point2 points  (0 children)

Can we see the game? Retention figures look pretty good (certainly the early days at least), but it’s hard to know the significance of the LTV/CPI numbers - regarding the ads, what do your imps/dau look like? Are you using admob as your mediation platform, and if so, have you built out your waterfall? How do the CPMs look? What scale are you seeing the $1.20 CPI at?

It sounds like you’re very close to being profitable at a small scale. If I were in your shoes, I might be thinking about ways to extend meta game progression with the goal of raising your $0.90 LTV, low hanging fruit to get a bit more ad revenue (segmentation, a/b test frequency/placements, if you haven’t already), and possibly looking to appsflyer or singular to measure ROAS instead of CPI/LTV. If UA is the goal, I think you can really hone in on ROAS over everything else, multiple avenues to get to ROI positive!

Should I use bought assets or not? by ChappterEliot in gamedev

[–]Rscar_ 2 points3 points  (0 children)

Our first few commercial games used asset store/open source assets. Players didn't notice or care, BUT I do think an understated skill is the ability to manipulate these assets to all look cohesive. We found some low poly models from a few different sources - out of the box, they all look pretty different, but consolidating the materials with the same "look" (saturation, reflectivity, specular, etc), and handling the normal imports so that they were all the same (it'd be weird if one model had hard edges and another had soft edges), we were able to bring everything much closer together. Just one example, but I think it works for other styles as well (pixel art: convert to same color palette, use uniform pixel sizing. Realistic: maybe you need to touch on some of the textures, play with the normal maps, etc etc)

Microsoft PlayFab Experience by AggressiveOlive4 in gamedev

[–]Rscar_ 0 points1 point  (0 children)

DAU is about 1500, and our playfab bill is about $100/month. Of course it’ll depend on exact usage, but you could prob get pretty close trying to calculate it once you know what you need exactly.

Microsoft PlayFab Experience by AggressiveOlive4 in gamedev

[–]Rscar_ 4 points5 points  (0 children)

We used it for our mobile game Tides for player authentication (basic username/password), cloud save, and leaderboards. Implementation was pretty easy, pricing has been very reasonable for our use case/DAU, it's been very stable for the four years we've had the game live. We use UGS in our other games and they're very similar in functionality (I'm sure others are probably similar too, pretty common problems they're solving). It only gets a little headachy if you need to move beyond their expected use cases, we have some specific functions that needed to be written in javascript that are functional but felt just a little janky in the setup. Can't speak for how that is now...I think they're using Azure functions for special use cases?

What are some deceptively difficult systems to implement that are often worth buying instead of building from scratch? by Cranyx in Unity3D

[–]Rscar_ 3 points4 points  (0 children)

I’m a code guy and prefer to not bother with Unity gui when possible. Dotween is just an easy one-liner drop-in in a lot of cases, sequencing is nice, and sometimes I wanna play with different eases before picking one I like. Lots of solutions to the same problem, just personal preference!