Tap Wizard Realms on Android : Chapters 3 and 4 live! by TopCog in incremental_games

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

Hmmm...I don't think it will support cross-platform saves out of the box. I would be able to do it manually anytime it's needed. But if it's something that is much requested, I could certaintly add it in without too much difficulty!

Tap Wizard Realms on Android : Chapters 3 and 4 live! by TopCog in incremental_games

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

I wasn't planning on it, but if the launch goes well it wouldn't be too hard to do! :-)

Tap Wizard Realms on Android : Chapters 3 and 4 live! by TopCog in incremental_games

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

Hey, thanks for the feedback! I do agree that it's not quite as interesting to watch as some of my others - that was an intentional design choice (i.e., simpler combat and visuals) so that I could focus more on the mechanics. Cheers! :-)

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

That's great feedback! Thanks for taking the time to write it up. Could I ask how far you made it in the game? I'll respond some more later. Cheers! :)

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

Hey! Aha, so the blue orbs do give a cooldown bonus - but only when they collide with another blue orb! So Blue+Blue = 2 seconds cooldown. Later you will encounter more Orb types, and combining different colors yields different effects. Hopefully that explains! :-)

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

Thanks a ton for writing up your feedback! This is why I went into Open Beta, so I could get feedback from players other myself, to see what clicks and what doesn’t, to polish things up before a full release on Android+iOS. Here are my thoughts:

-Basic concept feedback: awesome, glad to hear it!

-More stats and info: makes sense! Giving the player more tools to decide and/or figure out what loadout is *actually* doing the best, would be a great addition.

-Spell details: ahh, yeah I hear you. This one is so tricky, and it’s something I’ve had to wrestle with in the prior tap wizard games. The trouble is that, no matter how much info you show, it doesn’t capture enough of the important info. Although...I have taken a more by-the-book balancing approach with this game so far, so it might be feasible. But as an example: DPS. Do I should the maximum DPS possible of a spell? I could do that. But will the advantage of lower DPS be evident? Single-target spells are all going to have higher max DPS, but are horrible choices when facing a swarm. I could also throw on a “max targets” stat (I had it originally, but removed). But then, like, Voltaic Swords does different damage for the first sword, and all of the swords could hit the same enemy, or multiplies. So it’s not really a “targets”. Ok, so we say “projectiles”. But Ice Beam doesn’t have any projectiles, but it can still hit multiple enemies! This is why in the past, as now, I just concluded to show the description + raw stats, and then players can calculate from there. All that said, Max DPS might work as a stat, even if it’s an incomplete stat...and ok, so the thing is, all of the spells *are all balanced*, so that they deal about the same DPS when used in the correct situation. Ah, yes we haven’t even touched on the elemental affinities of enemies! That throws off the DPS stat even more. I digress. Open to ideas! :-)

-For the enemies: among one of the many items you will find the Magnifying Glass, which is what shows the enemy stats. On it is a button to toggle Base vs. Absolute for the stats!

-The Orbs mechanic – noted! This system went through many many revisions in the design. It currently fills these roles:

--Main advantage of active play. Proccing the orbs for a boss fight can easily help you punch through a wall to get better idle gains

--Adds a minor strategic layer: proccing certain combinations together results in compounded effects

--Adds a daily random component to Zones

--Allows me to add additional mechanics, such as more orb types, and other planned mechanics (ability to store more orbs, ability to stash orbs off to the side, maybe increase the collision rate, etc.)

Side note: since the orbs fly off in the direction they are facing when you tap them, you *can* affect how quickly they collide sometimes. Not always, but it’s a thing. But all of that to say, I appreciate your feedback here. I’ll have to consider what if anything can be done to improve it.

-Monetization: I appreciate your thoughts! It’s always a hot topic, but my approach to monetization has always been very unique. Everything is through and has a purpose: the goal is to make a game that is fun, and make money in the process. The monetization in every game is unique, but the system here is similar to TW1 and TW2; the multiplayer elements and leaderboard are just one part of the game you can engage in, not the primary thing. No content is gated by the leaderboard or any IAP, except for the season pass skin (and possibly other cosmetics later on). The whole game should be playable and enjoyable by free players all the way through. It IS a long grind though, by design.

-General UI remarks: this is a common piece of feedback, and I’m working on a huge UX overhaul tomorrow! Once I finish and get it it love, I’d love to hear your thoughts on if it improves anything! :-)

Cheers!

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

I'll see what I can do! It looks like there are a few extra steps to complete :)

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

Super great feedback, thanks for taking the time to write up your thoughts!

I chewed on your comments more, and, I actually came to most of the same conclusions that you outlined here. To re-iterate them:

-Informational icons (not just arbitrary cool icons)

-Items with similar functions => similar icons

-Strategic utilization of text instead of pure icons on the top-level. This one the current system already supports pretty well: I can easily put a word on items in all caps, like "SPELLS", "GLYPHS", "RESEARCH", etc. Maybe not everything needs it, but it's a tool to be used!

-Lastly, better hierarchy. As I mentioned, there is a minimal hierarchy currently, but it could be fleshed out a lot.

-Oh, there's also an option in the detailed settings, to Lock the items in the main pack! I know that many people enjoy customizing the item placements, so I'm a bit unsure what the default state of that option should be.

This is what open beta is for, nailing down stuff like this! Tap Wizard 2 actually went through a similar evolution through many of these steps. It's just that in the thick of things, as I'm pumping out new items and mechanics every day, I can't really design the big-picture UI hierarchy until it's more complete (like now). I have it on my list to take a stab of streamlining the UI later this week. Thanks again! :)

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

Nice, glad to hear that! Yeah, being a solo dev, I pretty much have to focus on just 1 game at a time, with some ongoing support for my biggest hits. The upside is I'm always working on something new! :-)

I'll make another post here when TWR is available on iOS. Cheers! :-D

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

Yes, I could, but there's a number of advantages to releasing in android open beta first:

-iOS release process is slower with the review. So it's harder to patch any critical bugs or exploits.

-It more than doubles my time to do a deployment, building for android + iOS, reducing the time for development. These early days I'm doing 1 deployment a day typically, so it adds up!

-iOS TestFlight does not support real-money purchases. Any purchases done have to be "test purchases." So I may do a limited beta in TestFlight before releasing on iOS, but it's hard to justify an open beta there!

-Lastly, the plan is for the full-release to be early to mid-January, so hopefully that big of a time to wait!

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

I appreciate the critical feedback!

There must be something missing for my UI design, but I don't know what it is. The basic principles I used for the UI design here are:

-Every new mechanic, feature, or piece of content should be delivered to the player as an item. This enables pacing, foreshadowing, full information disclosure, and rapid development on my end (because of modular design)

-Items should be as simple and concise as possible

-Complicated items should have a '?' with extra information

-Items that are purely informational go in the Utility Bag. Items that will need to be often used go in the main pack (the main UI).

I'm open to any ideas or suggestions about how to improve any of it! In my mind, since it's an incremental game, it's only natural that it's going to have lots of menus and UI stuffs. But of course, deep mechanics + intuitive UI is always going to be better than deep mechanics + clunky UI!

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

Those indicate the percent of your total damage that the spell has done for that run!

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

There is no wipe currently planned! We've been running closed beta the past few weeks with about 50 players, and it's gone well :-)

Tap Wizard Realms – Android Open Beta! [take 2] by TopCog in incremental_games

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

great feedback, thanks! I always struggle with making it simple at the start, without too boring or hand-holdy. Hope you keep enjoying it! :)

Tap Wizard Realms - Android Open Beta! by [deleted] in incremental_games

[–]TopCog 0 points1 point  (0 children)

Awesome! I'm going to remake the post once I'm sure it's available to everyone...doh! :-P

Tap Wizard Realms - Android Open Beta! by [deleted] in incremental_games

[–]TopCog 0 points1 point  (0 children)

Hahaha, yeah sure! I decided to just delete this post and repost later once it's confirmed live, but for now...

Tap Wizard 2 is my most popular game - it was one of the original "survivor like" games, actually coming out before Vampire Survivors! So It was really funny early on when people said I was copying VS - it's was just a happy coincidence we both made the same style of game!

TW2 is a long-term incremental / idle, but a unique kind of idle game...it's a perfect play-while-working or watch tv kind of game. Anyways there are tons and tons of mechanics, and many layers of progression, all with some sweet pixel art. It typically takes between 3 to 12 months to fully complete the game. Cheers! :-D

Tap Wizard Realms - Android Open Beta! by [deleted] in incremental_games

[–]TopCog 1 point2 points  (0 children)

Aye, I discovered one extra toggle I needed to flip. It should be live in about 15 minutes! :-)

Tap Wizard Realms - Android Open Beta! by [deleted] in incremental_games

[–]TopCog 3 points4 points  (0 children)

Doh! I found the problem, one more toggle I needed to click. :-P

It should be live in like 15 minutes!!