|
182
|
Community / DevLogs / Re: Ghost Puzzle
|
on: March 12, 2012, 01:55:36 PM
|
I bought this on iOS and Android, and it's quite polished and fun. Great job.  Thanks I appreciate that 
|
|
|
|
|
184
|
Developer / Design / Re: rpgs, jrps, and battle systems
|
on: March 11, 2012, 03:54:02 PM
|
|
I mostly prefer battle systems that's more towards real time action instead of turn based e.g. Secret of Mana and Star Ocean. When it comes to realtime action, I think some system that prevents button-bashing is a necessity.
|
|
|
|
|
185
|
Community / DevLogs / Re: Ghost Puzzle
|
on: March 11, 2012, 03:19:58 PM
|
I just want to make the games...why don't they market themselves?  I know, right XD Thanks for the encouragement. You're an amazing artist!
Thanks! I don't see myself amazing though -~-; I still need to improve on a lot of things. Well anyway, no nibbles so far from any emails i've sent. Not sure how long I'm supposed to wait for a response anyway  I'll try again I guess. Also after reading some more articles on Gamasutra about marketing, I'm now coming to a conclusion that my emails were probably too long (whereas I was worried about them being too short lol). Oh well, whatever. Everyone seems to say something else anyway. I'd also love to contact smaller websites, since I only went for the big fish so far. Except I don't know how to find them, haha. I'll most likely have to go for some guerilla marketing and spam the hell out of forum/website/whatever I come across 
|
|
|
|
|
187
|
Community / DevLogs / Re: Ghost Puzzle
|
on: March 07, 2012, 12:59:41 PM
|
Today I sent a bunch of review requests to a dozen websites or so. I dunno how others do this, but I feel stressed somehow -_- Can't help but to feel worried about every email i send (I keep rewriting them every time i send them). Maybe because it's my first game and all. I guess marketing and PR isn't my thing 
|
|
|
|
|
188
|
Community / DevLogs / Re: Ghost Puzzle
|
on: March 05, 2012, 10:23:14 AM
|
Thanks for the comments! The game was accepted by Apple  Of course I discovered bugs after I had sent it to Apple (*sigh*), so I sent an update right away  I've decided the launch date and price too: next week on March 12th and it'll go for $2.99. If you think it's a little pricey, the game will go for $0.99 on launch day. The free lite version follows the day after. On another note, the game doesn't run that well on some Android phone unfortunately D: On the Galaxy Nexus it runs slow and the HTC Hero won't work unless low-res assets are used (and it still runs slow) orz
|
|
|
|
|
190
|
Community / Townhall / Re: Forgiveness (artgame)
|
on: February 29, 2012, 08:18:19 AM
|
|
I tried to play this game with a clean perspective and without reading too much of the negative comments here. But I have to join the majority of the people here: I think the game is just plain bad. The message was clear, sure, the execution was not. I don't really have anything good to say about this, so I'll just stop here lol.
Instead of trying so hard to defend yourself/your game, you should focus on how to make your game(s) better. Because clearly nobody appreciated it and this seems pretty much a lost cause!
|
|
|
|
|
191
|
Community / DevLogs / Re: Jack the Reaper
|
on: February 28, 2012, 03:06:17 AM
|
I tried the demo, it looks great  Really promising. Sorry, I didn't take the time to read through the 20 pages of this thread, so this is probably already mentioned. But large amount of health items and not being pick them up (even though I didn't need them) kinda bothered me. I found everything else pretty clear. Didn't have any control lag either 
|
|
|
|
|
192
|
Community / DevLogs / Re: Ghost Puzzle
|
on: February 28, 2012, 02:40:24 AM
|
Thanks! It's not so surprising the game looks similar to Puyo Puyo, since I based it on my Puyo fangame. The main difference is the ghosts, which are always the key to solving the puzzles. You catch them by making chains like Puyo Puyo. Instead of battling with opponents, you try to make chains and catch all ghosts. (In the previous screenshot you can see you need a 6 chain to catch the last ghost) If you're good at Puyo Puyo (and pretty much noone is  ), you'll find it easier to solve the puzzles. But there are still some clever tricks to the puzzles, making the answers not so obvious. Oh and in other news, I've decided to go for a release date of 12 March, two weeks from now 
|
|
|
|
|
194
|
Community / DevLogs / Re: Ghost Puzzle
|
on: February 27, 2012, 02:21:42 AM
|
Well, I spend my entire weekend working on a new feature as fast as I could. I had a really nice suggestion from one my beta testers. Despite the game's cute look, the puzzles are actually brutal as hell. So I was suggested to put in some hints, in the form of revealing the first block placements. That's why I implemented hint coins, which a player can use to reveal the correct moves. You collect the coins during Endless mode  Even though it was already possible to skip a puzzle, I think this is a great way to help out if you're utterly stuck in a puzzle. Of course, you're not supposed to use these hints all the time, so you can only collect up to 5 coins at t a time.
|
|
|
|
|
195
|
Developer / Art / Re: Art
|
on: February 24, 2012, 02:04:30 PM
|
|
How can it not be Astro Boy! Looks cool btw
|
|
|
|
|
197
|
Community / DevLogs / Re: Ghost Puzzle
|
on: February 21, 2012, 04:25:05 PM
|
|
Hey does anyone have an iPod Touch or an iPhone 3 (or older model) and want to help test this game? I'd like to know if the game works on these devices...
|
|
|
|
|
198
|
Community / DevLogs / Re: Ghost Puzzle
|
on: February 17, 2012, 04:03:21 AM
|
Thanks for the comments  I was worried about whether the video was any good or not. Hey just saw this, looks cool! How did you find working with Marmalade? Did you encounter any platform-specific bugs?
Working with Marmalade isn't bad. Haven't encountered anything serious so far, so it's fine 
|
|
|
|
|
199
|
Community / DevLogs / Re: Ghost Puzzle
|
on: February 16, 2012, 11:26:46 AM
|
Thanks tables for layout is OMG 90's bad Well I couldn't get the 3 buttons centered and spaced evenly so i gave up and used tables  I should probably give that another try tomorrow.
|
|
|
|
|