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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@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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@magopian I suppose a picture is worth a thousand words
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@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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@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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@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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