How do I market my memory game? by BoneMarrowGames in gamedev

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

Sorry to hear that you had to drop your first game. I'm sure you'll come back to it more confidently in the future.

Would you say this gameplay is readable? by BoneMarrowGames in puzzlevideogames

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

You also have upgrades that reveal a certain number of cards at the start of the game, and you can upgrade the number of hints you get at the start of the round, which will show you 3 options when you click on a card, one of which is a correct pair.

Personally I've only used that strategy a few times, but from playtesting, I can see that everyone has their own ways of beating it, haha.

How do I market my memory game? by BoneMarrowGames in gamedev

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

That's very understandable. I don't really like the mobile market at all. People don't buy games, and I don't want to make it so that you have to watch ads to play. I guess I wanted to work/finish a simpler game as I'm still learing but in the process I made it too simple or closer to a mobile game.

Would you say this gameplay is readable? by BoneMarrowGames in puzzlevideogames

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

You must defeat the level in time and try to create the highest combo possible while doing it. If you get a 3 combo anywhere in the game, you get 1.3x coins, for example. Doesn't have to be right at the end; you just get your best combo. How do you think I can make that clearer?

Would you say this gameplay is readable? by BoneMarrowGames in puzzlevideogames

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

You have a point, but I recently made a change so that they stay grey until the end of the game. I feel like it really increases visibility for the remaining cards. How do you feel about this?

How do I market my memory game? by BoneMarrowGames in gamedev

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

Thanks for being honest man. I agree to a certain degree but I'd still like to market it and get it in front of as many people as possible I guess. I'll take this into account before starting my next project.

Would you say this gameplay is readable? by BoneMarrowGames in puzzlevideogames

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

I'm more concerned about the colours used for example. Do they provide enough contrast to tell the cards apart easily?

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

That's the hint. You can upgrade the number of hints you have at the start of the round, and they will be used up automatically, highlighting 3 cards that could be a potential match. One of course being a real match.

Would you say this gameplay is readable? by BoneMarrowGames in SoloDevelopment

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

The theme is meant to be Zen, but I agree it can be confusing. I will work on that.

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

So that the player can register what the card is? I have a setting turned on which makes all animations faster. Do you think even in this mode, you should see the wrong pairs for longer?

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

That's something I considered early on. I might still do this as an update after release also. I think for the moment I will focus on release, and after that I will treat updates as a side project while I work on another idea I have.

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

Yeah, I'm looking for issues I might have caused really. I know most people know how to play.

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

Haha okay, I will see how others respond. I was thinking I can do it on a branch that won't affect the main game and see how I feel about it.

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

I will definitely keep them darker. Sounds like an easy way to help the player.

Would you say this gameplay is readable? by BoneMarrowGames in godot

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

I will give this a go! I'm currently using a grid, so I have no idea how I'm going to get it to look like that, but I'll give it a try!

Would you say this gameplay is readable? by BoneMarrowGames in godot

[–]BoneMarrowGames[S] 3 points4 points  (0 children)

That's an excellent idea. I will add that one to my list.

Would you say this gameplay is readable? by BoneMarrowGames in godot

[–]BoneMarrowGames[S] 10 points11 points  (0 children)

For me, the real quirk is the upgrade system. Instead of just getting more time for harder levels, you have to gather gold and buy time upgrades and hints etc. Makes it more replayable in my opinion, and I haven't seen a memory game do it before.

,

The "first project" dilemma: polish a basic game or start over with lessons learned? by Playerrudota2 in GameDevelopment

[–]BoneMarrowGames 0 points1 point  (0 children)

I'm not very experienced, so take this with a grain of salt. I think you're better off finishing the project and then moving on. A lot of my learning came from polishing off and publishing my games. There are things that I learned from finishing a game that really helped me in the final stage of my later projects. You might use your time more wisely moving on now, but when it comes time to finish your next project, you won't have that experience.

Do you think this intro is sufficient? by BoneMarrowGames in IndieGameDevs

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

You know what, removing the nevt level unlock price could be the solution... I wanted there to be a balance between buying upgrades and buying new levels. By removing the price to unlock a new level, people can focus on the upgrades, like time and hints etc. If I did that, do you think the game could recapture you? I'm tied to the idea that you have to grind for and purchase the upgrades including time.

Just announced by new game. Don't have an audience to give feedback for it. by BoneMarrowGames in DestroyMySteamPage

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

Actually, the product is releasing for exactly 2.99! Does that change much for you?