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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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Mertcan Ekiz

Game: Last Square Standing

10 posts in this topic

Once I'm home I'll play it, just saying but I've notices code project has a LOT more active people. So maybe link this page there so you can reach more people.
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Very nice game! I played about 10 games and wasn't able to top my score in the first game of 1059.

It was smooth and responsive. I definitely felt like a level of difficulty was added by it being keyboard only.

Some things that I think would make cool additions (although I think the game already delivers on the fun, brief experience it strives for):
Instant replay
Tracking time survived instead of points
Music / sound effects

Again, Great job!
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High score 1103 and I'm having great fun, his no errors as of yet.[background=transparent]
<img class="UMSRatingIcon" id="ums_img_tooltip" />[/background]
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got 1048.

I agree with it measuring score by time instead of points.

My only issue with it is after about 10 games the odds of ever improving your score significantly are very slim, so after I got 1048 I lost interest since I wasn't able to beat it for the next 5 games.

I'd love to see there be a score you must get to unlock a new level where there are new types of circles. Then you must get a certain score in that level to reach the next level and so on. Then you have a reason to keep trying to long as you know there is at least one more level to unlock ^^
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Nice Game, I played your game, very nice.
The score for next level is a good idea.
I would like that pressing Ctrl Key, the blue square leave a bomb, then a circle crash with this and boom !.

Great Job, see you: From Mexico.
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score 914. pretty cool you def good if that took 3 days. Is seven classes a bit class happy? im a noob and have no idea.
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Nice short little game, thank you for sharing. Is this a game you want to further expand into a polished product, or just a quick fun thing to make?

It nicely drives home a point I'm starting to appreciate: sound makes a difference. I think this game would benefit from some music or sound. For starters a sound that plays when you die. And perhap also some music that becomes more dramatic with time. Or some sound effect that signals that you just barely avoided a colission. Or a sound effect that indicates that a fast moving circle is about to be launched into the screen - giving warning, but als causing nervous anticipation. Loads of options to explore even with very simple sound effects and music.
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First, nice game. Simple, and enjoyable. I have a question with regards to your choice in coding. (I am pretty new to this, so I'm sure there's a good answer, I just don't readily see it.) Why did you create a new class DoubleRectangle, and have enemies inherit from it, instead of having enemies inherit from Rectangle the way Player does? I guess it gives you the ability to have the enemies exist sort of between pixels, but their position gets rounded in the cast to int anyways, so do you gain a lot by doing it this way?
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