I really like this game's concept, and as a random player, I think a bit of instruction/tutorial would go a long way. Even something simple like a quick info graphic letting people know how to click-and-rotate, and then a quick descriptive of what counts as a "successful combo", even something pre-structured so you don't have to worry about building something that responds to your otherwise generative system. You could just have a first-time round of a tutorial level which shows the player a few viable combos before setting them out on their own.
Some sort of challenge-levels would also go a huge way, forcing you as a dev to build a starting scenario that is fun but solvable, and enabling the player to enjoy something that is structured and not random while learning the basics.
I honestly think you could slap this up on an app store and get easy plays, especially with a global/local/friends leaderboard. And it would absolutely work with an ad structure, perhaps offering move-undos, additional time, etc. with limited ad viewing.
Simple tutorial at first play is planned, but hadn't really thought of a tutorial level or challenge levels Might not be a bad idea? 🤔
I'm currently in the process of updating the gem graphics and making special gems, and after that only the rest is missing - lots of juice need to be added, like audio and combo counter indicators and animations and screenshakes to special gem activations etc. + of course the app store incentivized ad monetization.
Currently the bare minimum idea for that is when time is up, you can get +30s without losing progress by watching an ad.
I have played similar before,but this is pretty good. Taken the ideas you have to update it, it will be very good. Mobile wise there are so many free with ads games,it hard to say if it will succeed.
Yeh I have no illusions of success, but I've been thinking about making something ad supported for mobile for ages and decided that now's the time. As long as I have something there, and hey you never know until you try, right?
Pretty good first try I think, select and spin still feel kinda ..... clunky? and I think when you connect 4 gem need more pop to feel satisfying, and something to show that time got plus. Love to see how this game will turn out
GG! Yeah, juice and QoL stuff are coming, making it clear when you get more time could be a good thing to add, didn't even think about it earlier. Maybe either a floating "+<amount of time gotten>s", or a value shown on screen that actually goes to the timer progress bar... But yeah a good idea to let the player know that they've gotten more time to play! Thanks!
The select and spin is the meat of the game so I'm not changing that... tho there might be some ways to make it feel easier, and maybe even make it understandable from the get go? Perhaps an overlay animation of a finger pushing a specific spot, then moving up, and then rotating? Idk. Any ideas welcome!
Idk how it gonna look like in mobile but on PC when you hover to a gem, you can see the gems next to it got highlight, I think when that happen, two arrows going circle fading in and out might somewhat help, or for more specific you could add lil animation a finger on a gem and move down so player can understand. But that is only on PC tho XP
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Nice game! super juicy, looking forward to the other modes, rush is a bit stressful for me.
loving the update!
I really like this game's concept, and as a random player, I think a bit of instruction/tutorial would go a long way. Even something simple like a quick info graphic letting people know how to click-and-rotate, and then a quick descriptive of what counts as a "successful combo", even something pre-structured so you don't have to worry about building something that responds to your otherwise generative system. You could just have a first-time round of a tutorial level which shows the player a few viable combos before setting them out on their own.
Some sort of challenge-levels would also go a huge way, forcing you as a dev to build a starting scenario that is fun but solvable, and enabling the player to enjoy something that is structured and not random while learning the basics.
I honestly think you could slap this up on an app store and get easy plays, especially with a global/local/friends leaderboard. And it would absolutely work with an ad structure, perhaps offering move-undos, additional time, etc. with limited ad viewing.
Thanks for the in-depth feedback!
Simple tutorial at first play is planned, but hadn't really thought of a tutorial level or challenge levels Might not be a bad idea? 🤔
I'm currently in the process of updating the gem graphics and making special gems, and after that only the rest is missing - lots of juice need to be added, like audio and combo counter indicators and animations and screenshakes to special gem activations etc. + of course the app store incentivized ad monetization.
Currently the bare minimum idea for that is when time is up, you can get +30s without losing progress by watching an ad.
Interesting. Quite original, I like it.
I have played similar before,but this is pretty good. Taken the ideas you have to update it, it will be very good. Mobile wise there are so many free with ads games,it hard to say if it will succeed.
Thanks for testing it out!
Yeh I have no illusions of success, but I've been thinking about making something ad supported for mobile for ages and decided that now's the time. As long as I have something there, and hey you never know until you try, right?
Pretty good first try I think, select and spin still feel kinda ..... clunky? and I think when you connect 4 gem need more pop to feel satisfying, and something to show that time got plus. Love to see how this game will turn out
GG! Yeah, juice and QoL stuff are coming, making it clear when you get more time could be a good thing to add, didn't even think about it earlier. Maybe either a floating "+<amount of time gotten>s", or a value shown on screen that actually goes to the timer progress bar... But yeah a good idea to let the player know that they've gotten more time to play! Thanks!
The select and spin is the meat of the game so I'm not changing that... tho there might be some ways to make it feel easier, and maybe even make it understandable from the get go? Perhaps an overlay animation of a finger pushing a specific spot, then moving up, and then rotating? Idk. Any ideas welcome!
Thanks for the good feedback!
Idk how it gonna look like in mobile but on PC when you hover to a gem, you can see the gems next to it got highlight, I think when that happen, two arrows going circle fading in and out might somewhat help, or for more specific you could add lil animation a finger on a gem and move down so player can understand. But that is only on PC tho XP
A good idea! Might work on mobile too. Thanks!