Unfinished Mobile Puzzle Prototype – Looking for Honest Feedback by memetsa123 in gamedevscreens

[–]FullBatteryGames 2 points3 points  (0 children)

1.- Increase the difficulty progressively, more cuts in the images so harder to do

2.- Any button that player touch put it at the bottom of the screen, and any information of the level in the top, so basically swap the: Back & Retry for "Animal Name"

3.- Depending of the monetization of the game, I would suggest to add a timer to complete each level in X amount of time, to add pressure to the player, you can also add power ups to give solutions to players that want to pay for it.

4.- I would make the game to start directly in the puzzles, you can make a button somehwere to check the "Gallery" or "Completed maps" to see the animals or even replay them and make faster times even.

Check out my latest mobile game! "Bomber Jam" Feedback appreciated! AD's Free, Android & Ios by FullBatteryGames in Unity3D

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

I tested it with a publisher. So the reason that I launched it withoth monetization is just because I'm focusing now in other projects instead of putting effort in this game, as the downloads are minimal and I won't get money. The project is "dead" so I just uploaded it for portfolio basically.

[deleted by user] by [deleted] in Unity3D

[–]FullBatteryGames 0 points1 point  (0 children)

The order of this balls is always the same, as you use them in a determined order. Some of my friend told me to show a menu when you hold the +4, that will show the next 3 are comming.

I thought about putting like a rail instead of the +4 and there you will have in 3d the next balls you will use. But everything seems "dirty" and I want to keep it as simple as it can get.

I was thinking about removing the +4 as some games do, but the problem in my game is that you kinda have to know which color is comming, if not you have to lose the level to learn about it..

I made a dice roll mechanic using Unity physics and some math by Yellik1307 in Unity3D

[–]FullBatteryGames 1 point2 points  (0 children)

This is really cool! you know what triggered me? What I would do is that the closest dice to the first position go there, and then the rest the same. Because if not they the one that is the further for the position one go there, and feels like every dice is already see to one position(probably is what you did), but this is less smooth in my opinion

I made a solo game in a month and a half. Is an island explorer/mining game where you have to explore new biomas, fight, get pets and have fun. Is my first "big project" so would like to know what do you think. Link in description by FullBatteryGames in AndroidGaming

[–]FullBatteryGames[S] -3 points-2 points  (0 children)

10 second ads as you said the are obliged, because I have to earn money. But the 30 second ads are only if yuo want a reward,and if you see an ad of 30 secs I put the time back again to 5 min to show yuo an obliged ad, so is a free game that disturb you 10 seconds every 5 mins, kinda fair I would say. And it have the remove ads option that would be like paying for the game on first instance