scarykitties on 9/7/2014 at 12:36
Some might wonder where I've been lately. Sadly, not making any Dromed FMs (unless you count a short SS2-to-T2 conversion mission I made for a level design class). Instead, I've been working on completing the first full game I ever designed, (
https://play.google.com/store/apps/details?id=com.cybearg.heartdemo)
Heartbreak.
[video=youtube;IKF_GxV1jVM]https://www.youtube.com/watch?v=IKF_GxV1jVM[/video]
Heartbreak is a colorful Android game inspired by classics like Breakout and made for the heartbeat theme of the 2013 Global Game Jam (the same theme that Surgeon Simulator was based on). Unlike games like Breakout or Arkanoid, you control the a ring of blocks that rotate around a central, beating heart (life meter and color indicator).
You need to match the ball to blocks containing the same color until all blocks are cleared. The (
https://play.google.com/store/apps/details?id=com.cybearg.heartbreak)
full version (99 cents) has 23 levels plus an infinite play mode and a full new game plus that adds power-ups into the mix.
I had hoped to use the profits from selling the full version to help me pay off my student loans, but I'm having a lot of trouble with marketing and, so far, no one has purchased the full game (except for myself).
I'd love to hear feedback about what people think, and if you like the game, please, please,
please consider sharing it in as many ways as you can! I am very much NOT social networking savvy, so any help that people could give could be the difference in me being able to get the stress of student loans off my shoulders.
If you don't have an Android device but would still like to try, you can get a (
www.cybearg.com/hbdemo/hbfull.exe)
free .exe of the full version here (press F1 to toggle fullscreen mode), but please keep in mind that it is NOT designed or optimized for Windows, so it just won't look or play as well as it would on a phone or tablet.
P.S. Super-thanks to the great people at TTLG who helped me add multiple translations to the game!
SubJeff on 9/7/2014 at 12:38
I've been playing it (got if form the link in the other thread).. Needs higher sensitivity, or a sensitivity slider, but otherwise it's really cool. I find I have to lift my finger to turn the colour wheel far enough. This is on a Nexus 4 with stock KK 4.3.
I should clarify - I've been playing the free Android version.
It's very smooth and really looks lovely. Did you build it in Unity? And if so why haven't you released it on iOS?
I'll post it to my twitter and facebook.
scarykitties on 9/7/2014 at 15:45
Quote Posted by SubJeff
I've been playing it (got if form the link in the other thread).. Needs higher sensitivity, or a sensitivity slider, but otherwise it's really cool. I find I have to lift my finger to turn the colour wheel far enough. This is on a Nexus 4 with stock KK 4.3.
At present, the correlation of finger to on-screen movement is 1:1, so it's like you're literally dragging the ring with your finger.
If I understand you correctly, you'd like to see a slider allowing non-1:1 movement? So a full turn of your finger around the ring would turn the ring 2 or 4 times, etc.? That sort of thing?
Quote Posted by SubJeff
I should clarify - I've been playing the free Android version.
Everyone has. :)
Quote Posted by SubJeff
It's very smooth and really looks lovely. Did you build it in Unity? And if so why haven't you released it on iOS?
I'll post it to my twitter and facebook.
Thank you! No, it's made in GameMaker. It's not out for Apple because, in order to export to Apple, I'd need an Apple export license for GameMaker (200 dollars), an Apple App Store license (250 dollars, I believe), and an Apple computer to compile it on (1000 dollars, minimum). It's simply not cost-effective to bring it to iOS.
I've already sunk over 300 dollars into the game (GameMaker Studio + licenses + Android Play license) with no foreseeable pay-out for that investment.
SubJeff on 9/7/2014 at 15:50
IOS licence is only 100. I'm sure someone would do it for you.
Re turning. I don't like to have my founder cross the field of view.
scarykitties on 9/7/2014 at 16:10
Quote Posted by SubJeff
IOS licence is only 100. I'm sure someone would do it for you.
Re turning. I don't like to have my founder cross the field of view.
Ah, okay, 100, then. I dunno, I might put it out on iOS at some point. I'll have to see what the reception is like on Android, first. It would be a bit of an ordeal.
Your turning issue is a noted problem. I'll see about putting a sensitivity slider into the pause menu. Do you think that would help? :)
SubJeff on 9/7/2014 at 16:13
Yeah that would be great.
I think cross platform releases are much better because they feed off each other.
SubJeff on 10/7/2014 at 08:02
Have a look at Gyro. It's kind of the opposite concept. You can rotate as in your game by there is also a "steering bar" at the bottom that has an adjustable sensitivity.
scarykitties on 10/7/2014 at 11:29
Quote Posted by SubJeff
Have a look at Gyro. It's kind of the opposite concept. You can rotate as in your game by there is also a "steering bar" at the bottom that has an adjustable sensitivity.
Aw, man... Now I feel self-conscious, because the concepts are so similar, but Gyro's design is so much slicker in every way. It's brilliant!
I probably won't be adding a control bar at the bottom quite like that for a couple reasons: one being that the flicking just isn't precise enough. Even though the games are similar, Heartbreak ends up requiring a lot more precision. Also, I don't want to look like I ripped off Gyro any more than it already looks like.
There will probably be a sensitivity selection slider in the pause menu that just enhances the speed of the ring's turning without changing the existing control screen from swipes to flicks.
SubJeff on 10/7/2014 at 11:41
No no no - you absolutely do not need a bar like in Gyro. I think that's a lame hack actually. Just having increased sensitivity so you can rotate 360 from the base of the screen (instead of having to circle the entire interface) would be fine.
Gyro is nice but it's different to Heartbreak. It doesn't look like you ripped it off at all! Heartbreak is much more complex with all the rings and the different coloured balls interacting with the colours.
The only other thing I'd change in Heartbreak is the speed the credits roll at - too slow!
Briareos H on 10/7/2014 at 12:10
We already touched on the subject a bit in our PMs while I was translating and yeah, more sensitivity would be nice. You could also try adding some acceleration to the sensitivity parameter; something ideal to me, at least conceptually, would be to retain a roughly 1:1 tuning for slow finger movements but taking into account the acceleration of the swipe (if you can compute it) into the acceleration in rotation, if that makes sense. Don't hesitate to throw test builds our way if you end up adding changes to the rotation speed.
Other than that, lovely game.