Just wanted to let you guys know that Touch Arcade reviewed my game and gave it 4 out of 5 stars! It’s something that me and the wife have been working on for the past 3 years and to actually have Touch Arcade review it and rate it so highly is something I’m really happy about.
Here’s the review article:
Just one dev, one idea person and Unity and the Asset Store. Also managed to do it with Unity Personal Edition … so yeah, I don’t think they judged my game too harshly for the Personal Edition splash screen.
Congrats! 3 years definitely shows some real passion and you really made something here. Also good to know there are still reasonable reviewers out there who judge games based on the fun they bring to them above all else. Well done!
That’s awesome, man. Congrats to the both of you! I’ve been buying apps like crazy lately, so I need to cool it a bit, but I’m adding yours to my wishlist for later!
Out of curiosity, did you request the review or anything, or did they just select it to review organically?
Nice, the reviewer may well have given you 5 had it not been for things that impacted him negatively like bugs. Please fix those bugs and keep adding content, see how sales fare! and good luck
Congrats, I’m downloading it now. I like to try to support the indies but the fact you were in the comments section responding to feedback is a huge plus. Good effort
Yep … it was quite possible. He said the things that held it back was the lack of a mid-level save and a few bugs. I’ve fixed most of those bugs via patches but Apple take quite a while to approve them. I just submitted the third patch yesterday.
Also trying to listen to player feedback and improve the UI and overall polish as much as possible. I’m hoping to use the core of this game for a few variants such as a sci-fi game and possibly a larger mass-battle game.
Regarding mid-game saves, are there any really good alternatives to using playerprefs? I’m struggling to see how I could save all the information I need to do a mid-game save via playerprefs. I think the playerpref file is limited to 1MB … if so, whats the upper limit of floats and ints that could be saved in a file?
1mb = 250,000 floats or such. But you do have a place to write your own data ie via json or other serialised way if you want.
For Physynth we didn’t have time to work out anything, we just needed it out so we used playerprefs via a small save and load routine that packed data into a string. So it’s all one massive string. Crazy.
If you’re using some kind of text based save like json or something you can also run a compression algo over the save file to cut the redundancies. Even a very basic one can make a huge difference.
Not sure if mobile has strict limitations on writing data, but if you can just move the save file out of player prefs thats obviously better.
Just want to throw in - again - especially after we’ve heard so many bad things about the mobile space. It’s good to know that a well made game that was taken seriously can be successful. Did you put a lot of effort into the PR side?
Sorry for the late reply … was travelling for work. I did request a review but I think the main thing was that I started a thread on the upcoming game forum and that got a lot of replies. I think that’s what got it noticed and the editors actually reached out to me. I think the community at TA like premium RPG’s.
Excellent work dude with the money you get from game, purchase a pro license and then update to improve splash screen and of course whatever other things have been requested. Hope after 3 years work it becomes success…