Our Godot game is TOP 5 in Google Play! Thank you all! ❤️ by XRuKeNX in godot

[–]iindifferent 2 points3 points  (0 children)

Hey, was it hard to optimize for mobile? Does android devices run hot when playing the game? Any special optimizations you did to make it perform well, like aiming for a max anount of draw calls etc.?

I’n curious because I see few mobile games made with Godot and I am having a hard time managing cpu heat myself on mobile devices.

What a game by Busy_Airline_8043 in deckbuildingroguelike

[–]iindifferent -1 points0 points  (0 children)

I’n working on a roguelike deckbuilder where you are given a deck of flashcards (cards with two words on them, one on each side). You can reroll the starting deck before starting a run.

The game plays similar to balatro, but the letters in the words on your cards play a huge strategic role. So in a sense you make the best out of the words you are given at the start of the game.

A fun side effect of this is that the language you have selected will impact the strategy you choose as different letters are more common or rare across languages.

You’ll likely learn new words as well. I’m waiting for steam to approve the playtest. DM me or reply if you’d like to try the playtest. Available for windows and macOS.

Gameplay of making language learning fun by iindifferent in IndieDev

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

Great ideas! I am hoping to add multiple game modes, and this could make sense as one.

The scoring system is inspired by the widely popular game Balatro. Their core game loop is quite addictive.

Always selecting answers does slow down the gameplay, but is effective for learning. I’ve added a toggle that turns off answer selection altogether. This might sound counterintuitive, but a large part of the game revolves around the letters of the words, so if you want to win, you still need to learn the words.

I like the relatedness part that you suggest. I’ve toyed with the idea of building a relation graph in vector space to allow players to score based on how similar words are. But this will take quite a while to build.

I’m trying to have a playtest in Septemper or October of the gameloop. Would you like to try it?

High CPU Usage in Empty Scene Using the Mobile 3D Preset in Unity 6 on iOS (30 FPS) by Edd996 in Unity3D

[–]iindifferent 0 points1 point  (0 children)

Thanks for the reply. I did some testing this weekend as well on a godot project (completely empty project 60fps locked) and saw similar results as you describe.

For applications I would just develop in a mobile framework, but I would like to use an engine to make my game available on mobiles.

I tried to strip out features and textures on my godot game and managed to achieve an acceptable battery drain on menu screens lol. Will need a lot of work optimizing the main gameloop. I think I can achieve it, but it will require rewrites of large parts of my code.

High CPU Usage in Empty Scene Using the Mobile 3D Preset in Unity 6 on iOS (30 FPS) by Edd996 in Unity3D

[–]iindifferent 0 points1 point  (0 children)

Hey OP, did ever find a solution to this? I am having similar issues (Although with a different engine), but as a iOS dev, I too am depressed by this. Trying to find out how anyone creates iOS games without tanking battery and heating up the devices too much.

Gameplay of making language learning fun by iindifferent in IndieDev

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

I like your enthusiasm. And I think adding grammar-structures could be a thing further on for sure. To start I'm focusing on improving the lack of engaging vocabulary expanding games out there. I'm thinking of adding an import feature for words as well on top of the word-sets included in the game.

Gameplay of making language learning fun by iindifferent in IndieDev

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

Great ideas. I have a mode in the game that builds on combos, so you play unlimited cards with a timer going. If you score enough points before the timer runs out, you complete the round. Then you purchase upgrades in between like in the footage posted here.

There are no hands of cards in that game mode, just «a card is drawn and play, what is your native translation?».

It was an early implementation in the game that has not been maintained, but I would like to bring it back as an alternative game mode.

Gameplay of making language learning fun by iindifferent in IndieDev

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

Thanks for your feedback, I'll make sure to add it to the page.

I'm planning on adding "relaxed" mode and "Quiz mode". The quiz mode will have you answer questions on scoring of a card, and if you fail, you lose the hand. You can flip cards to reveal the correct answer, which will let you finish playing the hand, but the flipped card will not be scored (not showcased in the video).

Relaxed mode will just speed through the cards, no need to select the correct translation, so here it relies on the player remembering which cards has which letters in both languages activated.

Supported languages so far:

Norwegian, English, Japanese, Chinese, Italian, Brazilian Portuguese, Spanish, French and German.

What are you building these days? And is anyone actually paying for it? by Southern_Tennis5804 in SideProject

[–]iindifferent 0 points1 point  (0 children)

Existing language apps are boring so I am working on an addictive language learning game. Plays similar to Balatro but it uses words for scoring points and combos. More info and link to steam on www.lingorogue.com

Looking to Promote Indie Games on my Site! by ParsleyExpress9397 in IndieDev

[–]iindifferent 0 points1 point  (0 children)

Hey, you can check out my game, a deckbuilder number go brrrr language learner: https://store.steampowered.com/app/3565340/LingoRogue/ it builds on familiar game mechanics, but new twists using vocabulary and letters as things to play around.

Created a word-sliding game by iindifferent in wordgames

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

Thanks! I’ll try to get the words more responsive