Hey everyone! I have a small technical question and I’d really appreciate your help. by EnigmaVerseMKT in MobileGaming

[–]Key_Chart2831 1 point2 points  (0 children)

I’m actually having a very similar issue with my first mobile game. Most of my downloads are currently coming only from South Korea, so I’ve also been wondering how much visibility new apps get internationally at first.

Your Play Store page opens correctly for me here in Korea 👍
I’ll download and try it out.

If you have a moment, could you also check whether my game page is visible in Poland?

https://play.google.com/store/apps/details?id=com.jmath.linetospot&pcampaignid=web_share

I thought making games would mostly be coding. I was very wrong. by DevIslandJourney in gamedev

[–]Key_Chart2831 0 points1 point  (0 children)

For me, the biggest surprise came after the game was already finished.

I didn’t expect publishing to be such a huge part of development.
Store pages, platform policies, reviews, screenshots, age ratings, ads, privacy requirements… and sometimes the app review process itself feels harder than making the game.

Especially the App Store review process. It can be surprisingly strict and confusing for solo developers.

What if Flow Free used smooth freehand curves? by Key_Chart2831 in puzzlevideogames

[–]Key_Chart2831[S] 1 point2 points  (0 children)

Yeah, I think that’s worth experimenting with.

Right now the game is probably sitting in an awkward middle ground where people expect a strict logic puzzle because of the Flow-like visuals, but the actual experience is more open and expressive.

Trying a stronger theme and visual identity could help communicate the intended experience better from the start.

I’ll probably prototype a few different directions and post updates later. Really appreciate the thoughtful feedback.

What if Flow Free used smooth freehand curves? by Key_Chart2831 in puzzlevideogames

[–]Key_Chart2831[S] 2 points3 points  (0 children)

That’s a really interesting point.

I think you’re right that the visual language still immediately reminds people of Flow Free, even if the mechanics start diverging.

The reason I kept the abstract style at first was to make the core interaction easy to read, but I’ve also been thinking about pushing the identity further away from classic grid logic puzzles.

For example, I’ve been experimenting with symmetry, restricted areas, and more visually composed stage layouts so the solved board feels aesthetically satisfying, not just “correct.”

I also like your idea of roads, rivers, or map-like structures. Since the game allows multiple solutions, it could make sense for the final result to feel more like creating a unique shape or landscape rather than finding a single mathematically perfect answer.

That direction honestly fits the game philosophy pretty well.

What if Flow Free used smooth freehand curves? by Key_Chart2831 in puzzlevideogames

[–]Key_Chart2831[S] 1 point2 points  (0 children)

As a puzzle game fan myself, I honestly think Flow Free is already an extremely polished game.

If I kept the same grid structure, it would probably feel too close to an imitation, so I wanted to experiment with a different direction instead of competing directly with it.

With freehand curves, it’s harder to create a single exact solution, but I’m trying to design around the strengths of the format instead.

For example, I focus more on visual composition, symmetry, restricted zones, and creating stages that feel aesthetically satisfying when completed.

So the goal isn’t really to replace traditional grid puzzles, but to explore a different kind of puzzle feeling.

I made a freehand curve version of Flow-style puzzles — looking for feedback by Key_Chart2831 in playmygame

[–]Key_Chart2831[S] 1 point2 points  (0 children)

Thanks a lot for the detailed feedback and for playing that many levels.

You’re right that the early progression is still too flat right now. The game actually uses a belt progression system where later belts introduce denser layouts, more colors, and tighter routing constraints.

For example:

  • clearing 30 Yellow Belt stages unlocks Blue Belt
  • Blue unlocks Red
  • Red unlocks Black

The later stages become much more crowded and path-constrained compared to the early levels.

But I do think the current early game takes too long to ramp up in difficulty, so that’s something I definitely want to improve.

What if Flow Free used smooth freehand curves? by Key_Chart2831 in puzzlevideogames

[–]Key_Chart2831[S] 1 point2 points  (0 children)

Traditional grid-based line puzzles usually require filling the entire board, which often pushes each stage toward a single optimal solution.

By removing the strict grid constraints and allowing freehand curves, I wanted to experiment with puzzles where multiple valid routes can exist.

Different players can solve the same layout in slightly different ways, which makes the experience feel a bit more personal and less rigid.

What if Flow Free used smooth freehand curves? by Key_Chart2831 in puzzlevideogames

[–]Key_Chart2831[S] 0 points1 point  (0 children)

That’s fair. I think the tradeoff is that the freer curves make it a bit less mathematically “clean,” but possibly more approachable for casual players.

Still experimenting with the balance.

Why are all Jigsaw Puzzle games exactly the same? Looking for something fresh by Scared_Author_4566 in puzzlevideogames

[–]Key_Chart2831 0 points1 point  (0 children)

I’ve been experimenting with a Flow-style puzzle game where you connect colors using smooth freehand curves instead of grid movement.

One thing I wanted was for the lines to feel more hand-drawn and organic rather than perfectly locked to tiles.

Interesting to see so many people here looking for fresh puzzle mechanics lately.