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21  Community / DevLogs / Re: Link the line to make your way through the level | Link It Up! on: April 01, 2019, 10:29:27 PM
Link It Up! is finally DONE!
Big THANKS to everyone who followed my devlogs!  Coffee

You can play it here:
Kongregate: https://www.kongregate.com/games/Alienplay/link-it-up
Newgrounds: https://www.newgrounds.com/portal/view/729389
GameJolt: https://gamejolt.com/games/Link-It-Up/399152
Itch: https://alienplay.itch.io/link-it-up

I made a short video showcasing different mechanics from Link It Up!
You can check it out here:




I can't wait to hear what do you think about the game! :D
22  Developer / Playtesting / Re: Link It Up! | Puzzle platforming web game on: March 30, 2019, 11:38:15 PM
Hi,

I played most of the game and it has a lot of potential.
Overall the design an mechanics are very solid.
I did notice some things so here is a list Smiley

- The bouncing takes too long, restarting a level just to wait for the maximum bounce could be up to 10 seconds sometimes. A bit too much if you need to restart a few times.

- I like the mechanic that you can reset the line with right mouse, however you can't manually move it back to start position. This is a bit confusing at times and took me a while to understand.

- Until about lvl 20 the progression felt really good with levels teaching me something new every time.
After 20 there needs to be something new. I skipped the levels from 22 to 29 and did the last level without any issues. Some ideas is to have two lines to work with and change gravity and stuff. Smiley

- Killing the enemies seams like it could be a good mechanic, you could instead of asking player to reset the level just respawn the enemy instead? A bit nicer and I'm sure you could make some cool puzzle with that mechanic as well.



Hi MrPotatostealer, Thanks for in depth feedback. I'll see what can I do about these issues.
23  Developer / Playtesting / Re: Link It Up! | Puzzle platforming web game on: March 29, 2019, 11:12:02 PM
Hey jbarrios,
Thank you so much for recording your playthrough. It really helps me to see what you tried to do at each level.

 Coffee
24  Community / DevLogs / Re: Link It Up | Link the line to make your way on: March 25, 2019, 10:30:05 AM
Hi everyone!

I'm close to releasing Link It Up! but before I do that I decided to post it here on TIG to get some feedback.

If you're interested in playtesting the game you can do so by following the link bellow. There's more info on that page.
https://forums.tigsource.com/index.php?topic=67088.0
25  Developer / Playtesting / Re: Link It Up! | Puzzle platforming web game on: March 25, 2019, 10:22:59 AM
Thank you so much for taking time to give me feedback! It really helps a lot.
I'm so glad you enjoyed the game   Grin

I didn't consider publishing it on mobile, although that might be a great idea. We'll see first how it does as a web game.

Thanks again for playing it  Coffee
26  Developer / Playtesting / Re: Geofall, a Browser Game (HTML5/JS) on: March 21, 2019, 08:49:35 AM
I agree with the previous comment. You should add more juiciness to the game (particles, sound effects camera shake), and I think having a combo system is great idea as well.
Other then that, game gets hard very quickly. Sometimes, few shapes reach the ground at literally the same time so it's practically impossible to pick them up. Maybe add some power ups so that maybe you could shoot down some shapes before they reach the ground or maybe plant a bomb that will destroy all the shapes in a certain range. Or maybe, just make the game window more narrow so that it's more manageable to reach some shapes.
I'm not sure how much more time you're willing to invest in this game, but these are just some of the ideas that may fit this game.
I think it's great that you have started doing game development with these smaller projects and I wish you best of luck for your future projects Coffee
27  Developer / Playtesting / Re: Hope's Fate - 3D Flying Journey-esque game on: March 21, 2019, 08:27:13 AM
- Flying controls do feel very good.
- I imagine this game's environment to be some kind of a rain forest with some ruins in it or something like that. Here's an image I found online that kinda resembles what I have in my head.
https://proxy.duckduckgo.com/iu/?u=http%3A%2F%2Forig05.deviantart.net%2F936e%2Ff%2F2013%2F147%2Fd%2F6%2Fruin_exploration_by_siberionsnow-d66qw3g.jpg&f=1
- I'd expect this game to have a low poly art style. Something like the image bellow but with maybe little toned down color pallet.
https://cdnb.artstation.com/p/assets/images/images/004/344/263/large/emek-can-ozben-forest-rox-noon.jpg?1482729909

I wish you best of luck with this project!  Coffee
28  Developer / Playtesting / Link It Up! | Puzzle platforming web game on: March 20, 2019, 09:03:55 AM




Hey everyone!

I'm close to launching my web game Link It Up! and I'd really appreciate your feedback before I release it.

Link It Up! is a puzzle platforming game in which you need to link up the line in a way that allows you to reach the end of the level. It's a web game so there's no need to download anything to play it.





I'm looking for feedback regarding:
- Learning curve and
- Level design (how difficult it is and are there any difficulty spikes)

but any general feedback is appreciated as well.

You can try the game out here: https://alienplay.itch.io/link-it-up
There's more info about the game on this page as well.

Password is: e3Sgz%

Thanks in advance!  Coffee
29  Community / DevLogs / Re: Link It Up | Link the line to make your way on: March 16, 2019, 10:59:58 AM
Hello everyone! Welcome to my 5th devlog :D

Since my last devlog I've made a small, yet very effective improvement to my game's tileset.
I think it just looks waaaay better now.


I also found a simple solution to combat "aggressive players" who'd drop enemies onto spikes Smiley


Also, there will be achievements for Link It Up! and they will be available on every web portal I publish the game on.
As you can see on the image bellow there will be 3 achievements. Completionist (for completing the game), Collector (for getting all collectibles) and You Got It (for getting half way through the game).


Most importantly, I managed to make all 30 levels for the game. I think that these levels are pretty nice.
They showcase different mechanics and use every one of them in a few interesting ways.
Levels are mostly focused on puzzles but if you have some platforming skills you'll be able to get more collectibles.

The next thing I need to do is to test these levels.
If you're interested in playtesting Link It Up! just DM/PM me here or on Twitter and I'll make sure to let you know when you can do so. Thanks!

Make sure to subscribe to my Newsletter to get notified when I release Link It Up!
30  Community / DevLogs / Re: Link It Up | Link the line to make your way on: March 13, 2019, 08:16:07 AM
Hello everyone! Welcome to my 4th devlog on Link It Up!

Since my last devlog I made some smaller improvements to my game. One of those improvements is that now, when you move the line, both dots leave a marker that helps you to understand where will the line be if you reset it.

Besides that, I added some optional collectibles (well, in the level bellow they aren't really "optional" :D).
I plan on using these collectibles for some kind of non-linear level progression. I'm still not sure how it is going to work though, so if you can point out to me some games that use non-linear level progression I'd be very thankful for that.
For now, it's just a thought that I have, we'll see how it goes.



I made some levels as well. Last time I focused more on making platforming levels and this time and focused more on puzzles, and I'm quite satisfied how some of these levels turned out.
Here're some examples:





I'm near the end of this project and I'm really satisfied to see how it comes along.
Hopefully, I'll manage to finish it before the deadline I set for myself. I still have to make about 10 new levels, then choose the best ones for the final game, and of course to figure out the progression.
I hope you'll enjoy the game when it comes out.

Thanks for reading this devlog!

If you haven't seen my showcase video of Link It Up!, Check it out here:



31  Community / DevLogs / Re: Link It Up | Move the line to reach the end on: March 09, 2019, 11:33:44 AM
Saw some of this on Twitter—looks great! Fun to see how the physics allow the player to mess around a bit and perhaps discover emergent solutions, rather than there always being just a very mechanical and fine-tuned solution to each puzzle. Hand Thumbs Up Right Hand Thumbs Up Right You could make the icons differ in more than just colour for colourblind accessibility BTW. c:

Thank you! That's a great idea!  Coffee
32  Community / DevLogs / Re: Link It Up | Move the line to reach the end on: March 09, 2019, 04:00:05 AM
Hi everyone!

Today I've made quite some progress on Link It Up so I decided to share it with you.

I had a lot inspiration for levels focused on platforming, though I made some puzzles as well.
I'm still testing out different mechanics but I'm also trying to use existing ones in new and interesting ways.

Here's the new mechanic I added yesterday. You can now use these switches to change states of all connectors. If connectors are red you can't attach the line to them.


For blue line I found two new use cases.

First, if you're precise enough and your timing is correct you can bounce off yourself like this:


Second, enemies can be bounced off. This requires some planing upfront but when you succeed at it it's quite satisfying:


That's it for now.
I hope you like the progress I've made so far and if you have any feedback or suggestions feel free to let me know.

Thank you all for following my devlogs!
33  Community / DevLogs / Re: Fling - Postmortem (with stats after a month) on: March 07, 2019, 09:56:18 PM
Always enjoy a good postmortem. Thanks for sharing!

Glad to see someone else finding success on Gamejolt. I really like the platform and I seemingly get a lot of views and follows, but I never hear anyone talk about so I was doubting the numbers.

Do you have any plans to bring Fling to mobile?

Thanks for reading my postmortem. I'm really glad you enjoyed it!

I first heard about GameJolt in SpeedTutor's

video. It seemed like it worked for him but I couldn't find anyone else recommending it so I was suspicious at first but I'm glad I gave it a shot in the end.

I actually thought about bringing Fling to mobile but I've published 3 games on Google Play already and I didn't get any results from that. I mean one of them started getting like 1-2 downloads a day after year of nothing (when ASO started figuring out for which keywords to recommend my game).
To be fair I didn't do any promotion for those games and they aren't all that good quality but still I think mobile just won't be a good time investment at the moment.

If you want to check out those games here's the link: https://play.google.com/store/apps/developer?id=Alienplay
34  Community / DevLogs / Re: Fling - Platforming with grappling hook and interesting art style on: March 07, 2019, 12:55:48 PM
Hello everyone!

Fling has been released more than a month ago so I decided to share some of my stats from different platforms and my experience publishing there in the format of a postmortem.

First of all, here is some basic info about Fling:
- I started working on it on 28th of December 2018
- I started doing devlogs on GameJolt on 1st of January 2019
- Game was released at different times on different game portals, but first public version was out on 28th of January 2019 on Itch & GameJolt

Based on feedback I got from all different game portals I published Fling on I drew the following conclusions:

What went right?

One month deadline
I'm really happy that I managed to stick to my original 1 month deadline for main part of my project, I needed some more time to properly integrate Kongregate, Newgrounds and GameJolt APIs, but at the end it was very close.
This goal helped me keep my project in scope and it gave me the feeling that everything will be worth it in the end.
I think that one or one and a half months is ideal time span for the types of project that I’m currently focusing on so I’ll keep trying to stick to this schedule for my future projects as well.

I improved as a game designer
As my first larger project it was pretty scary to even start making Fling. I think the thing that really helped me out with that is prototyping my ideas before committing to project.
Prototyping is something that I think most game devs know they should do (myself included), but we never actually do it.
It’s easy to think that the first idea you get is the best one, but in my experience that can’t be further from the truth.

My level design process
My previous games were either one level or endless runner types of games, so figuring out how to do level design was big part of this project.
Luckily, Mark Brown from Game Maker’s Toolkit made some awesome videos on this subject. Here are the ones that helped me out:
- 4-step Level Design of Super Mario 3D World
-


These two videos were great food for thought, especially the first one with its 4 step “formula”.
For my game, I wrote down in notepad all of the game mechanics that came to my mind that can synergize well with Fling’s main mechanic, which is traversing environment using only your grappling hook.
Some of the ideas that I wrote down were good, some of them weren’t, but the most important thing is to keep thinking and keep brainstorming, some cool ideas will come eventually.
After doing this I decided that I wanted to make 30 levels for Fling. So, in order to make the things easier for me I broke that down into sections made up of 5 levels each.
Every section introduced one new game mechanic and my idea was that this will help players to master the grappling hook mechanic over the course of the game (it seems like I didn’t managed to achieve this, but hey, I tried).
In order to get inspiration for my levels I first came up with the name for the each level. This is something I heard that Tim Ruswick, from Game Dev Underground, uses in his games, and it worked quite well for me so I’d definitely recommend it.

Version control
There’s not to much to talk about here. I knew that I should use some sort of version control for my projects in case that something goes wrong, but this was my first time doing it.
It helped me out a lot, especially later on when I had different versions of Fling for different game portals and with different APIs integrated.

Promotion/marketing
This one was big for me. I didn’t actually count how much time I spent on promotion/marketing but I think it took more than 30% of the development time.
First off, I started my devlog page on GameJolt. After a couple of days I realized that GameJolt promotes your page more if you do devlogs regularly, that helped me to reach around 300 views on my page before I even published the game. Besides that I also got some followers on GameJolt which will help me with my long term goals.
Besides that, I also figured I’d publish my devlogs on Itch Community Forum. I’m not sure if this had any substantial impact but in the end I reached around 100-200 views on Itch before publishing.
The one thing that surprised me the most was that forums are great way to reach people that can help you throughout development. In my case, I was active on TIG. On there I reached around 800-900 views before publishing Fling and I think it played a big role in how successful my game was.
So, what is the main takeaway here? Start promoting / marketing early. It doesn’t have to be anything more sophisticated that a few GIFs here and there (at least in the beginning). The point it to make people aware and interested in your game.


What went wrong?

Tutorial
Tutorial is probably the most important part of your game. It teaches player how things work inside your game and it sets the expectations for the whole experience.
If your tutorial is frustrating people will most likely think that your whole game will be the same and they will most likely give up before they even learned how to play.
I managed to make Fling’s tutorial hard for a lot of players. It was interactive so the problem wasn’t that people didn’t want to read through big paragraphs of text (like you do now :D ), the problem was that I layed out first level incorrectly which, as a result, made it harder for players to reach the end.
The second part of the tutorial was at the level 4. Here, I tried to teach players how to swing. My mistake here is that I didn’t give players proper feedback on how many times they need to swing and that made the experience frustrating for some players.
This could have been easily fixed just by putting a counter that displays the number of swings you have left before completing a level.
Just make the tutorials as easy as possible to follow, make them and optimize them for completely new players. People who have never seen your game. Also, give players proper feedback because that’s one of the reasons games are fun in the first place.
Players want to see when they make some progress so make sure they know how far they’ve come.

Music
There’s not too much to talk about here. First off, I tried using Bosca Ceoil and I couldn’t make anything good enough. Then I tried drumbit (online tool for music creation) and I managed to put together something OK.
I didn’t enjoy this process at all and I’m pretty terrible at making music so the thing I’d do differently next time is I wouldn’t make music myself.
There are a lot of free resources online to find awesome pieces of music for any type of game. For my next project I decided to try out Jukedeck and it already sounds a lot better and way less repetitive.

Level design mistakes
As I said previously level design was something I was overwhelmed by, so it comes as no surprise that I made a lot of mistakes along the way. Some people thought levels were designed well and some people didn’t share the same opinion. Which is fine. I can’t cater to everyone.
However, I think that I can improve my level design technique a lot for my next game. Will definitely let you know how that goes once that game is done.

Problems with Unity WebGL
The last problem I’d like to mention here is Unity’s WebGL. It doesn’t work all that well in my opinion.
It takes a lot of time to export, around 10-15 minutes in my experience which is a lot more than it does for Android or Windows (around 1 minute). Obviously, this makes it difficult for me to update my game when I have different versions of it for different game portals.
Also, loading takes 10-20 seconds and it always seems like it freezes at 90%.

However, Unity seems to be looking more into HTML technology lately with their preview package called Unity Tiny and option to export to WebGL using Web Assembly standard. So hopefully these issues will be less and less noticeable over time. We’ll see.


Stats (3/7/2019)
Armor Games: 38K plays         (68/100)
Newgrounds: 3.7K plays         (3.42/5)
Kongregate: 5.2K plays         (3.1/5)
GameJolt: 700 plays, 1.5K views      (95% positive)
Itch: 1.1K views            (4.4/5)
Game Distribution: 200 plays

Here are some of my thoughts and opinions on platforms listed above.
Armor Games
Where to even start here. Armor Games was obviously a huge part of this project and most of the plays Fling got were from their web portal.
They are very supportive of indie game developers and even though they handpick games that will appear on their website they are not afraid to take chances with more experimental games.
Besides promotional benefits they also offer various financial benefits as well. In my case that was $200 for a branded non-exclusive license, but I’ve seen some games go for more than that. It depends a lot on a type of game how much they think it’s going to be successful.

Newgrounds
Newgrounds is awesome web games portal and as one of the first big ones they had a lot of time to perfect their trade.
On Newgrounds your game is almost guaranteed to reach a few hundred people. This might not seem like a lot but trust me, the feedback you get from these players can really go a long way.
So, why am I mentioning this here and I didn’t say the same for Armor Games.
Well, as I said Armor Games handpicks their games and if you’re just starting out you probably won’t be able to make your game good enough for Armor Games (like one of my previous titles).
On the other hand Newgrounds lets you publish whatever you want on their platform. This can help you gain a lot of valuable experience as a newcomer.
To promote you game Newgrounds has systems like their P-Bot’s Daily Picks. Basically this bot picks 5 games/movies every day and places them on the side of the front page.
As you’ve might guessed this can help a lot, and it did with Fling. It was placed second on the day it launched.
Also, Newgrounds offers their API that includes medals and leaderboards as well as some other stuff. This can help you extend the length of your game and offer additional challenges for some of your players.

Kongregate
Kongregate is another giant of web games industry. They offer different ways to promote and monetize your games.
On Kongregate you earn ad revenue from your games and you can increase your slice of the pie by integrating their API or by making your game exclusive to their website. Anyhow, their CPMs are quite good so ads can be a nice source of revenue.
Another great thing about Kongregate is that they hold monthly contests. These contests reward 15 best games of the month with certain amount of money.
Surprisingly, Fling won 15th place for the February and the prize for this spot is $250. Of course if you get higher on the list you can earn more than that. Anyways, I’m really happy for this result.

GameJolt
GameJolt is platform that doesn't exclusively focuses on web games but it’s still a viable option.
Devlogs I wrote here helped me get some followers for Fling early on and it definitely helped me with launch.
It’s also good that they give you option to integrate their API into your game and reward your players with medals (or, I think they call them trophies on there) and spots on leaderboards.

Itch
Itch is pretty similar to GameJolt. It doesn’t offer API integration (as far as I know) but I think they offer you more ways for your game to get discovered.
It didn't do all that much for me in this instance but like GameJolt they offer people a way to follow you and Itch also has a quite big Youtuber community and both of those things will help me with my long term goals so I’ll keep publishing my future games there.

Game Distribution
Huh, I was honestly very disappointed to see that Fling did this bad on GD. They have very bad CPMs, in my experience, and their platform started getting cluttered with simple, mostly low quality and low effort games which definitely won’t help your game get discovered.
So in the end I decided to stop using GD altogether for my future games.

In the end I wouldn't call Fling a success but it wasn't a failure neither. It was my first larger project that I’ve actually taken seriously and I learned a lot in the process of making it.
This was also my first time writing postmortem for one of my projects so I hope it's informative and helpful. Smiley
If you read through this whole postmortem you deserve a medal for your efforts. XD
Thank you so much for reading!

If you have any feedback regarding my writing skills you’re welcome to let me know. Thanks in advance.
35  Community / DevLogs / Re: Link It Up | Move the line to reach the end on: March 06, 2019, 07:19:13 AM
Hi! Looks like a really neat idea You have here! On the camera movement. As long as levels fit to one screen it is unnecessary and distracting but would be very useful once/if You get bigger levels going.

Thanks! Designing these smaller, one room levels is hard enough for me Grin so I won't be pushing myself to make larger ones anytime soon XD
Anyways, Thanks for feedback! I disabled camera movement for now.
36  Community / DevLogs / Re: Link It Up | Move the line to reach the end on: March 05, 2019, 09:32:07 AM
I'd say it's too much, yeah. Living together with someone easily susceptible to motion sickness I've learnt a lot about (not) doing these sorts of things in my games. Looks good as it is without it. Smiley Maybe you could play with a custom cursor graphic?

OK. Then I'll just leave it as an optional thing.
Thanks for feedback!
37  Community / DevLogs / Re: Link It Up | Move the line to reach the end on: March 04, 2019, 10:48:39 PM
I just want to ask you a quick question: What do you think about this camera movement?

I wanted to add some polish to the game so I though camera that leans towards your mouse cursor could look good, but I'm also worried that it's a bit too much. What do you think?

38  Developer / Business / Re: Marketing a PC game on Instagram? on: March 03, 2019, 03:32:57 AM
While I obviously don't run a successful Instagram profile, I can share my experience. If you look at my Instagram profile in signature, you can find 3 posts promoting my Android game. I use linktree as a link in the bio, which provides a basic tracking of clicks and it says, that 2 people clicked to Google Play link to my game. I guess it could be interesting once you build a big audience of followers.

You have an average of 30 likes per post while having less than 50 followers? How did you manage to get those likes? I've been planning to promote my mobile game in IG and the likes from your posts are quite interesting. Is this paid or organic likes?

IG has a peaty good engagement rate when it comes to likes and besides that he uses a lot of hashtags (which also worked well for me).
And probably the most important thing is that all of his posts are very high quality. He uses nice images and writes interesting description.
I'm probably missing something here, but this is just what I've noticed.
39  Developer / Business / Re: Marketing a PC game on Instagram? on: March 02, 2019, 11:00:43 PM
Hey! I just wanted to say Thank you to both wx3labs and FluffyPaws.

At the end I decided not to go with Instagram for my new project and it already freed up a lot of time that I can use to promote my game somewhere else (like on forums, which worked quite well for my previous project) and I'm also able to engage more on those more effective sources of traffic which will probably lead to better results in the end.

So yeah, Thank you guys for sharing your stats. It really helped me out!  Coffee
40  Community / DevLogs / Re: Link It Up | Move the line to reach the end on: March 02, 2019, 10:50:02 PM
This looks like fun!

Thanks!
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