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Written by Mathieu Agopian on 2024-11-03 at 17:53

So I published a small mobile game on the app store (https://apps.apple.com/fr/app/the-rummager/id6737626586) and the play store (https://play.google.com/store/apps/details?id=fr.sikari.rummager&hl=fr) 🥳

Let me know what you think !

[#]gamedev #indiegame

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Written by Leonardo Giovanni Scur on 2024-11-04 at 12:17

@magopian I like the concept, and it ran smoothly on my phone. Don't play much on the phone so I'm not the best audience, but great job! It feels like a complete game.

It loaded sideways on my phone, and it looks like it's scaled to be reasonably sized on the vertical axis. But since it was sideways, there was so much free space that the game was less "rummaging" and more just "spot the pattern". The tiles were very small and hard to click, and I couldn't see the dotted lines without tapping them to make them bigger.

I think if it was in vertical orientation it would have been reasonably sized. Or if you want to keep it horizontal or support both orientations, make sure to scale the playfield according to the smallest axis!

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Written by Leonardo Giovanni Scur on 2024-11-04 at 12:19

@magopian I suppose a picture is worth a thousand words

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Written by Mathieu Agopian on 2024-11-04 at 14:49

@kroltan Thank you SO MUCH for taking the time to write this detailed feedback, and even attach a screenshot! Was it on android by any chance?

Sadly, it's a bug on the version that was published (I uploaded a new one this very morning), where the game would not follow the mobile sensor to detect if it was in portrait or landscape mode.

The new version that's being reviewed as we speak will allow you to play in landscape or portrait mode, as you prefer.

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Written by Leonardo Giovanni Scur on 2024-11-04 at 15:17

@magopian Awesome! Yeah, it was Android. I'll try it again once the update is published!

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Written by Mathieu Agopian on 2024-11-06 at 07:41

@kroltan the new version should now be published ;) (It's not fixing the size of the cards when they're small yet, but it should use the sensor to detect the desired orientation of the game). I don't have an android to test on, yet, but i'll try to find one soon ;)

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Written by Leonardo Giovanni Scur on 2024-11-06 at 10:29

@magopian it worked!

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Written by Mathieu Agopian on 2024-11-06 at 15:03

@kroltan @kroltan in the next version (not submitted yet), the borders will be a bit more visible (squares and circles on the "you lost" screen will be bigger, and easier to differentiate)

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Written by Mathieu Agopian on 2024-11-04 at 14:51

@kroltan Regarding the scaling and the "not rummaging much", it's part of the way it's been developped, which should be changed indeed: the "small size" is not dependant on the viewport size (yet), but it's on my todo-list.

It does get "more rummaging" with each level though, as there are 10 more cards per level, so at some point it's going to "catch up", and litter the screen with cards, the way it was meant.

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Written by Leonardo Giovanni Scur on 2024-11-04 at 15:22

@magopian Yes, I noticed that, but wasn't able to play for too long to see a meaningful difference, as it's just so much space to fill xD

For reference on that screenshot, each card is like half of my pinky's diameter, so they are also very hard to click, not just see. My preference would be for them to be like at least twice that size, so I could use my thumbs and not index finger and still be able to see some of the card while dragging.

While playing it again this morning I also noticed that if a card lands very near the bottom edge (I didn't test the others) I am unable to pick it up again, so I had to wait until it drifted very slowly outside the bottom edge to be able to pick it again.

Maybe if the user releases the finger inside the edge gizmo area, it should count as a delivery, not just the card going offscreen in that direction? I tended to drag-and-drop more than swipe them away as a default motion until I realized this limitation.

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Written by Mathieu Agopian on 2024-11-04 at 15:27

@kroltan that's a good suggestion indeed, at least for the "validate" zone, which shouldn't spawn any cards there, so yeah, dropping a card there should count it as validated, you're right! I'm adding that to the todo-list, thank you once again! <3

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