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mmakrzem

Mobile game that might get 3 out of 5 stars

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I'm entering into a competition to build a new mobile game.  If my game gets at least a 3 out of 5 star rating then I'll be eligible to win a free device.

 

So my question to you is, what features do you think that I need to put into my game to increase my chances of getting a high star rating?  

 

Disclaimer, I only have 2 weeks to build this game from scratch (graphics, logic, etc) so don't ask me to make a MMORPG!

 

 

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If you can make a above average game then you can make a lot more then"a free device" unless that device is a space rocket or something.

Anyway, isn't the type of game more important then the features first? And what lies in your capabilities? You should be confident enough to be able to finish it on time.

Now to give you some input. Try a puzzle game where you need to tilt and skew the phone or pad to reach the goals.

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Now to give you some input. Try a puzzle game where you need to tilt and skew the phone or pad to reach the goals.

 

I like the idea of a tilting game, however without a real device to use to test my code with while developing it, I'm afraid that it might not work as expected if I just use the simulator to build and test the game.

 

 

Make it fun and polish the hell out of it.

 

What do you consider to be "fun" ?

Edited by MarekKnows.com

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Now to give you some input. Try a puzzle game where you need to tilt and skew the phone or pad to reach the goals.

 

I like the idea of a tilting game, however without a real device to use to test my code with while developing it, I'm afraid that it might not work as expected if I just use the simulator to build and test the game.

 

 

Make it fun and polish the hell out of it.

 

What do you consider to be "fun" ?

 

 

To me its not about what features your game has, its about the gameplay, added features is nice if you got the time but for a 2 week game you really need to prioritize the gameplay, fun is not something easily described with words, it has to be experienced.

 

For a 2 week game i'd recommend taking whatever ideas you have, make some quick 15-30 minute prototypes and see if anything holds up on its own without a bunch of fluff. (if it needs fluff or has to be combined with other ideas its not a great fit for a 2 week project)

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What do you consider to be "fun" ?

 

What do you consider to be fun? Start with two distinct, well-known and popular games, combine their gameplay elements in unexpected ways, prototype until you get something that looks like a game that could conceivably be played on a mobile device, get people to play it, collect feedback, iterate to fix any major flaws identified by your testers, repeat until you hit the deadline, submit, profit.

 

Fun cannot be calculated (no matter how hard some people would like it to), it just "happens". So get coding and surprise us smile.png

 

Here's a few ideas to get your neurons started:

- bomberman and tetris (perhaps two players fighting against each other for blocks somehow)

- frogger and snake (the snake can be killed by moving objects - how?)

- FPS elements in a top-down 2D game controlled by tilting the phone - think paintball?

 

Also, polish when you've got the gameplay sorted out. Good art, good music, everything, else your awesome game won't score very high, unfortunately.

Edited by Bacterius

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Include a prompt to review the game if the player has been playing beyond a certain amount of time/has made a certain amount of progress. That way, you'll get a few more reviews from people who are enjoying it.

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Include a prompt to review the game if the player has been playing beyond a certain amount of time/has made a certain amount of progress. That way, you'll get a few more reviews from people who are enjoying it.

 

That's a good idea, thanks!

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