The SquaresBugs:Kyle's Berries Is complete

Posted by mazimadu on Aug. 20, 2016, 9:04 p.m.

My best keep secret is now let loose.

I have finally finished making this game after a year of development. This is the first Square game made in years. I have no Idea when the last game demo was made or what it was about. This game is made exclusively for android. I made this since at the time I didn't really see many classically designed platformers for smartphones. I wanted to see if I could make one from the ground up to see if I could make something that is playable on touch screens. I feel with this art style and gameplay that I have made something I am quite proud of.

link here: https://play.google.com/store/apps/details?id=com.siliconspoon.KyleBerries

I have to be honest. I have spent a bit too long working on this one. Since I was working on my masters degree and graduated in may, I should have released this one sooner rather than later. A younger me would have made a game like this for GM8 in no time, even with my high art and animation standards. But Building the game for smartphones for me seems to be the most challenging part. I needed to be sure the game played well on multiple screen sizes. So far it does by scaling dynamically for each screen. It is even playable on Android TV. Too bad Yoyogames removed that feature since it flags all Android TV devices as Amazon Fire TVs.

The game is free, with ads at the end of game worlds. You would have to finish a stage or die at the end to see ads, which is less intrusive. Tell me what you think of it. Feed back is appreciated.

Comments

Cpsgames 8 years, 3 months ago

Just as a heads up your link is broken. Throwing an https:// in front of that will fix 'er right up.

mazimadu 8 years, 3 months ago

Fixed. Thanks

twisterghost 8 years, 3 months ago

Played a bit, left a rating.

The game itself seems well done. I'm not a big phone gamer, and on-screen controls always felt meh for me, but that's not your fault really. Seemed to control well enough. Maybe I missed it, but I didn't see any instructions about double jumping. I just kinda happened upon it.

Game is pretty, I like the ambient creatures just hanging around. Its a nice touch. The level design was good, though could use a bit more excitement, like hidden areas or something. Seemed pretty face-value, though that may be what you're shooting for.

Apologies for giving unwarranted advice, but I'd say your should revise your description a bit. Some of it could use some editing. Here are my quick thoughts:

Quote:

- Fun platformer with over 8 Colorful levels

- Over 30 Achievements

The "over X things!" cliche is really offputting, at least to me. What does "over 8" mean? 9? why not just say 9? Seems like compensation for something, which could give a cursory viewer second thoughts.

Quote:
Cool soundtrack composed by Ken "Coda" Snyder

Putting "cool" in there founds like some "hello fellow kids" stuff. Maybe just remove the word "cool"? I dunno. I wanna say it seems unprofessional, but I don't know how professional you're trying to come across as.

Quote:
This game and its graphics were created entirely by Obinna C. Emelumadu. All characters, locations and concepts are owned by Obinna C. Emelumadu.

This is fine enough as a disclaimer, but then right below that, the only review I saw was from you as well, writing about how fun it was to play the game. I get that every review counts, but it can be a bad look.

One last thought, the permissions were worrysome. Specifically the G+ permissions. It asked to have access to my age range, language, and the names of the people in my circles. I don't particularly want to give out that information.

Anyway I'm being really critical right now. I hope you the best with this. Was fun to play with for a little while. I'll keep it around for when I'm stuck on a plane or something.

mazimadu 8 years, 3 months ago

Thanks twister. I was aiming to make this game accessible for casual players and didn't intend to add any extras to keep the game focused. I did not want to make an ambitious game that I would end up taking forever to make. Think of it as a strong foundation for later games. I also deliberately did not teach double jumping since that feature is quite ubiquitous. I really hate hand holding the player when it comes to those sorts of things and prefer players discovering that for themselves.

The game is with a controller if you don't like touch. As for the cheesy was a little intentional since many mobile games have such writing. I will remove my credits, but keep coda's since I paid for his music. As for the G+ disclaimer, that can't be helped. I am using Google cloud saves so you have to accept that. There are also ads at he end of the level which is less intrusive.

Thanks for the feedback. I will keep working on this game and also will start working on the next one. I should aim for faster development times.

twisterghost 8 years, 3 months ago

Quote:
I should aim for faster development times.

Not necessarily a goal worth chasing, if it means that the work ends up sloppier. It depends on what you're going for, but don't push yourself too hard and burn out.

mazimadu 8 years, 3 months ago

Quote:
Not necessarily a goal worth chasing, if it means that the work ends up sloppier.

Why should it end up sloppier when most of the heavy lifting has already been done. My workflow and skill have improved considerably allowing me to become more productive. With a strong foundation in place, that can be made stronger with feedback, I can focus on characters, gameplay and level design versus low level programming and infrastructure details. I plan to make the newer games a bit shorter in length, but with more of an emphasis on story. That would mean that I can make them faster. The change in focus as well as the streamlined workflow helps a lot. I will be working in the future so the less pressure I have on game development the better.