its really hard to get downloads, and with a shitty game its even harder. I got the experience that i want with publishing in google play which is a good thing. Some people say that I need a boost in installs, so an admob campaign can certainly help. i think posting on forums is not enough, atleast for the kind of game that i have. so maybe a more appealing game would fare better but i think the larger publishers use admob to boost their install up to a certain point that it can be sustainable. now my goal is to make a game that will fit that criteria. maybe im wrong but thats what im seeing right now.
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i will be adding a more intuitive UI that updates the tokens too, so you can see it increasing faster on higher levels. and a progress bar for medals, so maybe i can replace the banner with that one. also more fruits that spawn with different effects, apple will be the vanilla one, i have other ideas, maybe it can increase speed or other things
before my original idea was to have medals as a reward, and if you reach bronze you can unlock the next level, but i think for not so good players bronze is kinda hard to achieve and i wanted it to be hard, because you need it for completion. so i settled with tokens. its not really tokens in a way that you will use it to spend, its just there increasing as you play more games. so in theory you can unlock and experience all the levels without getting a medal, also higher levels give more score per bite so it gives you more tokens too for less bites (or chomps) with the banner thing, i can get rid of it for now. i didnt think about that one, i thought it would adapt to the screen. thanks for the reply dude. you've been a huge help
in one barely decent game you can get 10 tokens so in 3 games it will be unlocked already. the banner placement is because there is no important info in the middle top portion so i put it there, i cant put it near the buttons because that would be deceiving people to click into the banner. about the framerate i actually increased it already from before because i got those comments, im thinking if i increased it a bit more, you wont be able to tell which tile youre on and might accidentally hit a wall or something. thanks for the inputs. ill look more into improving this in the future.
thanks for the feedback, yea true i still need to fix that up. maybe next week cause im still busy with btp gamejam. about the theme, its a literal definition of love is blind where everyone hates your wife cause of her profession and the things she did but you still love her and save her even if it costs you your life. you can push the witch away with your body so she wont get stuck cause of fear.about fighting more than 3 enemies you just gotta taunt them with your club and move around them to clump them up then hit them with your cleaving attacks. in the future ill add jump, tumble, and combo attacks.
yes it was intended, the hitbox of the fork is long but slender and your club swings are wide to cleave through enemies. you are just positioned right so the other one wont hit you. havent focused much time on the bg music tho, i just made it literally in the last 30 mins before deadline so i lowered the volume so it will not be as distracting when playing. also theres a small stun each hit so you can kill without getting damaged on one on one but 2 or more they can land a hit on you. you gotta watch out tho if there are peasants hitting the witch. her health is not as much as yours. thanks for the feedback
yea more patterns will come to the future. thats what eat up most of my time actually thats why i ditched it. i tried with random patterns but sometimes you will get entangled in your own body thats why. thanks for the feedback :D
yea its actually in my checklist and i will update it after the voting period. i just dont have enough time to do it without any noticable bugs thats why i ditched it along with the random starting pattern. thank you for the feedback and i like the enemy thing too so maybe that will make it into the game in the future :D
maybe yea but its part of the game. its responsive and thats whats important. maybe a bit of feedback from the terrain and enemies would help too to get that feel. all in all great game :D
Edit: also when i go in the portal thing i face the wrong side after i get out. sometimes when im timing my spin after i got out of the door/portal i instantly went back in instead of spinning into the enemy