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A member registered Jan 02, 2015 · View creator page →

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If you focus on tuning the mechanics and want to nail the presentation even a single minigame can take a ton of time,  mine are tutorial mini-games, proof of concept or even simple interactions (like drag and drop) so it's easier to do it if you push for quantity instead of quality  hahaha.

I have taken note of your feedback, thanks!!

100% agree,  but I had a different thing in mind for this project,  since I'm more interested in how to create a "frame" to support minigames from anyone using phaser, than to make a polished collection myself,my choice was to add more minigames instead of polishing them, so the quality of the product suffers from it. 

Regarding QA I'm wondering if  I can implement something to help the process along the way, I already saw some state problems that could be checked automaticaly... ummm 

Thanks a lot for bring the subject of testing :)

There is a delay system in place but since for  some parts/minigames required some modifications  it was  not fully implemented, maybe for some even a safe area/ no damage control at the starting point ( I think that one of the most common  insta-deaths is because in the minigame that you have to avoid contact, the enemy and the player generate already touching each other hahahaha )

Thanks a lot for the feedback :)

And yup, all  the points mentioned go straight to the  "Todo list" 

My approach was quantity over quality ( weird I know hahaha ) since I wanted to test how easily and convinient could be to put  really simple "isolated" games on a shared structure and how you can push data between them. Thank you for pointing  out the bugs, I'm already making a list with all of them  to annihilate them in the next version :) 

Upss I didn't thought about that. Yeah I can see the game being totally unplayable using a touchpad since the controls are already a little bit "janky", thanks for the clarification it helps a lot :)

Yeah I agree, I will add keyboard controls soon. Thanks for your feedback !!

Oh I tried it on a windows Pc before and It was working (Didn't test it properly just a quick run) Is it related with the control scheme?? Right now only mouse input is enabled (click an drag or just click the on-screen controls) I definitively add keyboard controls and sounds soon! Thanks for  trying it and your feedback :)

just mouse input for now. One of the things I want to add is a wrapper that checks the player's device and then changes the control scheeme based on what type it is.