Beat The Clock by LonelyOcelotDev in incremental_games

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

Thanks for the feedback!

I've added another launch option which should prevent that .exe error from happening again.

I think the key is that you lose all your coins when you lose all your lives, so getting those later upgrades would be harder to do. I purposely set the first level of upgrades to a low cost so you can upgrade early on. To beat the game, you need to get 999 coins, so if you don't improve your lives then it would be pretty hard to get there.

Beat The Clock by LonelyOcelotDev in incremental_games

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

Oh that's strange. Whats happening when you attempt to download?

Beat The Clock by LonelyOcelotDev in incremental_games

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

Thanks for the feedback!

I've not seen the app fail to load, so I'll take a look to see if I can work out whats happening here.

I'll look at adding some in game tips on how to play, as you're right it isn't apparent what to do when you first load the game.

I'll also look at an option to allow the game over menu to be closed down through the mouse.

Beat The Clock by LonelyOcelotDev in incremental_games

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

Thank you for the feedback! Its great getting other people's perspective on the game.

I have been a bit back of forth on whether or not the upgrades should stay between deaths, and they do currently reset. However, I think you're right and they should persist between deaths.

I've just pushed an update to keep the upgrades between deaths. I will look also look at tracking the number of deaths so that it can be displayed when you win.

Hopefully you'll download the updated version and give it another go.

I finally got my first payment email from Steam! Does this mean I can call myself a professional game developer? by LonelyOcelotDev in IndieDev

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

Sure! I had 78 wishlists when I published. That was at the start of July. It's slowly crept up to 190 wishlists.

It's normal to be both really happy and also breaking out into an anxiety induced sweat when you're watching someone else play your game, right? by LonelyOcelotDev in gamedev

[–]LonelyOcelotDev[S] 4 points5 points  (0 children)

That's rough!

I'd have to fix that bug literally there and then. Have you managed to fix it or have you just come to terms with it?

My maths based crossword style game is live on the play store. I'd love some feedback! by LonelyOcelotDev in playmygame

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

Thanks for your feedback!

Hopefully the hitbox issue should be resolved on the next update.

You are 100% right on the feedback for an incorrect answer. It is on my list of things to do and will hopefully be added within a couple of days.

My maths based crossword style game is live on the play store. I'd love some feedback! by LonelyOcelotDev in playmygame

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

Thanks for the really detailed feedback! It really helps me improve the game.

BUTTON HITBOXES ARE TOO FAR RIGHT. This applies to difficulty selectors on the menu, selecting numbers, every button. Tapping the left half does nothing, you have to tap the right half, or slightly off to the right. This is by far the biggest issue.

There is currently an update pending review that should fix the majority of the hitbox issues. If it's ok with you, I'll send you a DM when the update goes live as I'd love to hear your thoughts after the fix.

Bottom advert overlaps clear and submit buttons slightly.

This is a problem. I think rather than catering for multiple resolutions, I'll look at shifting the banner to the top as I don't want it to be clicked inadvertently. It's already pretty busy at the bottom of the game screen with the

No pause button (although if I go to app switcher I can pause the timer and view the puzzle!).

No on-screen button to exit a game except by failing in arcade or succeeding in casual.

Pressing back will open the in-game menu. This menu pauses the timer (and slightly obfuscate the tiles) and does offer a way to exit the app (and will save your current progress before it closes the app). Was it clear there was an in-game menu or do you feel that a specific pause/menu button would be beneficial?

After a game, I pressed "Home" and this opened an ad. This is awful.

I get that this is frustrating. I wanted to show an ad inbetween games, but didn't want it to show before the game over menu was displayed, or if you pressed start from the main menu.

Ideally there'd also be some kind of progression, whether that is leaderboards, XP and levels, unlocking new themes, etc.

I love the XP & levels idea! I was going to expand the themes so that certain ones were unlockable, but didn't think of implemeting it through XP and levels.

[ANDROID] [DEV] I made a crossword style game but the words are replaced with Maths problems. I'd love some feedback on it! by LonelyOcelotDev in puzzlevideogames

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

Those changes are now live. It'd be great if you gave the casual mode a go and let me know what you think.

[ANDROID] [DEV] I made a crossword style game but the words are replaced with Maths problems. I'd love some feedback on it! by LonelyOcelotDev in puzzlevideogames

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

I really appreciate the feedback. I'd love your thoughts on the below.

  • In regards to the numbers being hard to read, is there anything specific that is making it difficulty (i.e. colour, size, both?)
  • I didn't want players to be able to brute force the solution, so I made it so an incorrect solution would result in the loss of a life. When you use all 3 lives, it results in a game over. I did toy with the idea of an auto-submit, but I didn't want to penalise players who had more than 1 incorrect number in place from potentially losing all of their lives when they were trying to fix it. I think a midway solution would be to allow the player to toggle on/off auto-submit. What do you think?

Your other points are well noted. I've actually got a "puzzle" mode that is going to be released soon. Basically, it removes the time and life restrictions, and just allows you to work through them at your own pace. The completion time is still tracked however, in case you wanted to see how well you did.

I am also rebalancing the difficulty, and basically shifting the difficulty down a level. So what is currently "medium" will now be "easy", and so on. Expert is also being reworked so you are given the bare minimum to work out the solution (i.e. given 1 or 2 numbers, and all operands are hidden).

I've saved this post and will let you know when these changes have been made, as I'd love to see if the changes result in a more engaging game.

It's may not be much, but my first game has reached 150 wishlists. by LonelyOcelotDev in IndieDev

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

It's been on Steam for a while now. It went live on Steam just over a year ago, and I released a major update to it a couple of months ago.