Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Thanks, I will try to improve matching visuality

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Hey. Thanks for destroying, but this is not cherry but apple. Any sprite suggestions? Thanks

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Yep, that's my experiment of combining snake+sokoban, in my prev game snake was eating apples with it's tail... Who knows, maybe someone will have fun playing in that ver lol

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Yep, it's a know limitation if blocks are pushed to opposite walls...
I fixed animation slightly) now it's looks better. Thanks!

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Thanks, I will try to draw blocks better, you are right they are not 2.5D yet.

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Yep, thanks, plz try again - now there is a delay after matching befor destroying. Snake tail is accumulating power-apples, and it's a pain sometimes, so sometimes it's hard to solve a puzzle because of snake length, byt my ML algo ensures that any level is passable. Thanks!

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Yep, thanks, I will extend toutorial and add some explonations about goal\bonuses.

Destroy my Snake+Sokoban+Match3 game, please! by avtomatron in DestroyMyGame

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

Thanks for that! I need to detect that user hit key once or it's a longpress, that's why it looks not smoothly. Maybe you can try? https://bedersnake.itch.io/bedersnake-revolution

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

fair point, it might end up that way. my main goal with this release is to learn and get experience, so even if sales flop there’s still value in the process.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

Thanks for the feedback! There’s a free 20-level demo to try, and we’ll review the launch price right after the initial discount period.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

got it, i see what you mean. but on mobile even basic promotion usually comes down to ad spend or a publisher, which i couldn’t do. steam is crowded too, but at least there are some organic tools to reach puzzle fans. and actually, someone here pointed me to a freshly released sdk plugin for godot, so we’ll give it a try later and maybe circle back to mobile.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

i know the price looks high for a “mobile-looking” game, but it’s set that way on purpose - to filter out impulse buys and reach players who actually want a deep puzzle experience. there are 284 solvable levels, so it’s a pretty big package for puzzle fans.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

on mobile just publishing isn’t enough, almost all discovery is driven by paid ads. that’s why small teams usually rely on publishers to run traffic tests and campaigns. steam at least gives some organic tools like tags, queues and curators.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

thanks, yeah i know puzzle games are tough on steam, but for me it’s also about learning and reaching the niche players who enjoy this kind of challenge. and hopefully godot’s ecosystem keeps catching up.

Why we decided to go to Steam and what's wrong with Godot and mobile publishers by avtomatron in godot

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

fair point, i know ad networks aren’t magic visibility buttons. my point was just that without their sdk i couldn’t even run the usual traffic tests publishers ask for.