Shylo: Dragon Tamer

I would very much appreciate some feedback on my dragon taming simulation (which is of course done by matching similarly colored blocks). Still got tons of stuff to fix/add/polish, well, you guys know how it goes.

http://apps.facebook.com/shylo_dragon_tamer/

The corralling is currently non-existent, and interface is not very obvious, but you’ll likely wanna play through each match in solo hunt mode first, usually doesn’t take long to do. The team/capture/train modes are basically a leveling/grinding system tagged on top of the same matches (which is wildly untweaked and at best barely works, but feedback still more than welcome :)). In solo matches you can also change difficulty at any time by hitting the stamp at bottom, each difficulty level is essentially a separate set of data (like it’s own saved game).

Thanks in advance guys.

Mmm… wants me to give facebook permission. Not sure also how you do a simulation of a fantasy? lol Sorry this isn’t useful feedback.

Hey, that’s just how you tame dragons, I did the research, man! :slight_smile:

Very cool game. Nicely done and quite addictive.

looks great and is fun too. the dragon killing really makes this more fun than the usual match-three games. it also saves my progress, which is already pretty useful, i don’t know how many dragons there are, but i haven’d tamed them all yet.

First off i want to say, it is a really fun game, and i really enjoy the game play along with the graphics and sound. The only real problem is when you move a brick to clear out a group of 3 or more, you can very quickly move another brick, of the same color, to make a longer chain. I have also noticed that while the bricks are clearing, you can move a brick of the color beaing cleared into the spot right next to where the row you cleared was. Other than that, really good game, and everything.

The best way to fix that glitch (rather the best way I know of) would to simply make a static boolean that gets tripped when a row is clearing to stop you from being able to select the bricks. That’s just how i would do it.

Thanks for input, guys. Yea, it’s more of a match-3 game designed for slightly more hardcore gamers, so it’s gonna be kinda tough to get people to try it since the match-3 mechanic does seem done to death (then again, what known mechanic isn’t). Some of the stuff on the second zone can get pretty hectic, definitely gives you more to think about if trying to get best scores, so wondering if anyone’s tried it yet. Still, the difficulty is too easy right now, so it takes too long to get particularly difficult, but I’ll get that fixed soon enough.

Thanks for input. Yea, this is a tricky one, not because it’s hard to ‘fix’, because it’s certainly not, but because I’m not sure it’s clearly broken. IOW, I have done this on purpose, as a speed based game, I liked this aspect of it. When I play stuff like bejeweled blitz, I kinda feel like the 4+ block matches are more out of my control than I’d like, vs a turn based mode where time is less a factor, I have plenty of time to setup multi block matches and the intentional ones are more frequent. I felt like this method jived better with the speed based matching, but it makes it a much more action oriented game, pushing it more away from pure puzzler, so it’s definitely subjective. But knowing this, that it’s intentional and you’re not cheating by doing it and disregarding conditioning from other match-3 games, do you still think it’s good or bad?

But about moving the second block after the match, yea, there’s nothing good about that, it looks/feels wrong and serves no purpose.

I actually figured it was something intentional but, as you said, other match-3 games do not allow it so i thought i would inform you in case you did not know. In my opinion i feel it made the game easier, but it also added something that set it apart. I also feel, that this game would do pretty well on the iPad, maybe not iPhones or Touchs, as they got a smaller screen but, the iPad would make a really good platform for it.

Just tossing out my opinions as you asked for feedback. Also, was this a team project or a solo one? Either way, the models, music, and art are really good, they have a quality that sets them apart from most games on Facebook, not to mention most other games that are free.

Yea, I agree, been thinking about that, but I don’t have any of the mac tools/experience yet, so wanted to get PC version hammered out first.

It’s a solo project, thanks. Actually was initially just an evaluation project for Unity, the game I was really wanting to do is a bit more complicated than this and I wanted to get familiar with everything and build some infrastructure before I did the other game (and I’m happy I did). But the mechanics for this turned out interesting enough I decided to finish it up and turn it into a ‘real’ game.

The plan was to sell it as a low cost Steam game, I was mostly planning on using facebook to generate awareness, and try to get advertising support for it eventually, but even that is a bit experimental. If properly polished/finished, seems like it’s worth $5 with the content in it now. But gameplay is purely based on just getting better scores, there’s no clear campaign type thing, so not sure how compelling it would be (not that this game type generally has a lot of that). I’d love to just give it out with a ‘pay what you want’ type of thing, but I can’t convince my mortgagor/grocer/etc to accept that payment plan as well :(.

yes, some story would be the final polish. I stopped playing when it became too repetitive, even though there are apparently many new twists to find (I reach the bombs in the end).

A bit of a story would help long-term motivation. Or a leaderboard or something.