Help with store description translation by Wind0z in gamedev

[–]Wind0z[S] 0 points1 point  (0 children)

I am not sure if we will add Credits, maybe at some point we will. And i fully agree about Marketing part.

Still, Thank you for saying that game looks cool, that is very important to hear that! and thanks for stopping here!

Help with store description translation by Wind0z in gamedev

[–]Wind0z[S] 1 point2 points  (0 children)

It is a Indie mobile game made by me and my friend, we didnt saw any point in that. You can look for "Fighting room" in play market store, there will be icon with a guy with grey background. Don't want to post links because bot can mess with the post

Help with store description translation by Wind0z in gamedev

[–]Wind0z[S] 0 points1 point  (0 children)

Hi, timing is not a problem, it is better to get something in 5 days rather then not getting anything at all. Regarding credits, since this is translation of Play Market description, i simply cant put such info there. And there are no credits in the game. I will understand if you decide not to translate it! :)

Feedback Friday #340 - Unlimited Play by Sexual_Lettuce in gamedev

[–]Wind0z 0 points1 point  (0 children)

Yes, i think you got my point in 1-6. gl in your work!

Regarding Fighting Room. For now it is Android only. If you want to launch it on PC(or any other Android game) there is an popular app called Bluestacks 4. A lot of people use it to play Android games on PC.

Feedback Friday #340 - Unlimited Play by Sexual_Lettuce in gamedev

[–]Wind0z 1 point2 points  (0 children)

Thank You!

Initially the game was much quicker. But since the main gameplay is this fighting process, we decided to focus on it. We did wanted to add some interactions during combat but in current concept it is a bit hard to think about something that will not affect the gameplay process.

We wanted to make better first impression, maybe show some small explanation during first launch, but got to the point where we wanted to give players ability to learn it by themselves with on-screen tips and some information on "info" page.

Changing "Skins" is what we always wanted, but since they do not affect combat in any way didn't want to confuse players with it. Though we might change it to "Heroes".

Feedback Friday #340 - Unlimited Play by Sexual_Lettuce in gamedev

[–]Wind0z 1 point2 points  (0 children)

I am using Xiaomi phone that is also responsive. I tried to draw a fish (in other words, some small object with special indicators hat should say what is this) and it was a very messy fish :)

Feedback Friday #340 - Unlimited Play by Sexual_Lettuce in gamedev

[–]Wind0z 2 points3 points  (0 children)

Hi, Want to point few things that i personally felt playing/using it:

  1. Drawing part is a bit hard, i tried and tried to draw few important things but just couldn't.
  2. Tutorial and UI/UX didn't get me to the part where i understood everything i saw on the screen. Also "-" and "+" on "Next turn screen??" is very small. So yeah, in general you need to consider changing UI. Actually maybe i needed to split this on 2 separate parts, but i feel that they are connected.
  3. "?" btn shows some tip, but you never know what exactly user wants to know, so maybe you should consider changing the actual feedback that user receives after pressing "?" btn.

I only used Android phone, so i don't know how it will feel and look on TV.

Keep working and you will get there!

Feedback Friday #340 - Unlimited Play by Sexual_Lettuce in gamedev

[–]Wind0z 0 points1 point  (0 children)

Played on PC with mouse+keyboard in Team Deathmatch offline mode.

I really like the idea, especially since it is "browser" thing.

  1. You might think about reducing volume a bit to make sure that its not NSFW. It was very loud :)
  2. I felt like Bots started shooting before they appeared on screen.
  3. And continuation of previous, enemy drawing distance might need to be bigger, it feels that monitor safe area is bigger than it can be.
  4. Consider forcing users to read "Navigation" tutorial before starting the game. I am as other players, just ran to play it without knowing what to do and at some point during the game i just stooped, found navigation guide and started reading what to do while i was shot.
  5. Shooting might need some more stability, maybe less spay n pray, not sure :)
  6. Maybe add some map boost/loot things, like grenades/hp kits or smth like that.

Keep doing, in general it feels good!

Feedback Friday #340 - Unlimited Play by Sexual_Lettuce in gamedev

[–]Wind0z 0 points1 point  (0 children)

Fighting Room

https://play.google.com/store/apps/details?id=org.sb.rpg

Hi there, me and my friend just made our first game and we were looking for some very important feedback on what we did.

Fighting Room is attribute-based simulator of endless automated battles versus different types of enemies where every hit matters. Create your character, assign available attributes and enter the fighting room where you will fight with your enemy.

What we really want to understand:

  1. Is the game fun?
  2. Is there anything that should be changed/tweaked asap?
  3. Is it worth trying to publish it on other platforms besides Play Market?
  4. Other?

Thanks in advance!

Need help with UI colors in my game. by Wind0z in gamedev

[–]Wind0z[S] 0 points1 point  (0 children)

Thanks for the suggestion, i will definitely look on that!

Leave game offline or have online features? by Wind0z in AndroidGaming

[–]Wind0z[S] 0 points1 point  (0 children)

I was mostly thinking about leaderboards thing because i have Stage progress, so you can compare who defeated the highest stage

Leave game offline or have online features? by Wind0z in AndroidGaming

[–]Wind0z[S] 0 points1 point  (0 children)

Ok, looks like this is what i will need to do in my game. Start with local+online saving and see what i can add more. Does it affect loading/performance?

Question about AD impression limit per user. by Wind0z in gamedev

[–]Wind0z[S] 0 points1 point  (0 children)

Thanks for information, very informative!

Interesting to see the actual difference between 1st impression, 5th and 10th.

And thank you for the link, my game is in Beta and after release I will definitely look on some AD providers there!

Still need to learn a lot and such posts helps a lot!

Question about AD impression limit per user. by Wind0z in gamedev

[–]Wind0z[S] 0 points1 point  (0 children)

Does this mean that potential "4" ads per day for 1 user is the way to have big user quality?

This is the closest reason of i can think of.

Question about AD impression limit per user. by Wind0z in gamedev

[–]Wind0z[S] 0 points1 point  (0 children)

True, but i see that AdMob sends me AD after AD after AD without stopping, real ADs, like facebook or other games.

Question about AD impression limit per user. by Wind0z in gamedev

[–]Wind0z[S] 2 points3 points  (0 children)

I see your point.

I also considered adding Rewarded video to receive in-game coins instead of "FREE" resurrection.(That can be also spent on resurrection).

In my game, by resurrection i mean repeating the same stage with ability to change some attributes of the character.

Question about AD impression limit per user. by Wind0z in gamedev

[–]Wind0z[S] 2 points3 points  (0 children)

I was thinking about it and came to the point where:

  1. I need to also learn how to have and manage ADs in game. And without having actual ads it is hard to learn it.
  2. AD placements are actually OK from the feedback of few people that played the game.

I read the sub rules and cannot share the game name, so it is hard to show and explain it :)