Card Puzzler

Took a small detour from my Devil Dungeon game to work on a card puzzler. Those with a keen eye may understand where my inspiration comes from.

So far I have the movement and grouping logic working. The next part will be creating the picture for groups. The somewhat messy but direct way of doing that will be to create unique objects for every possibly configuration. I could maybe do something with shaders, but that’s above my pay grade.

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Moved forward with this. There are 10 levels now. I have a good structure in place for adding images and displaying them correctly based on the grid size. Now working on updates to make the game feel and player better — aka game juice.

Latest build

https://poki.com/en/preview/810c63a2-3feb-4999-b074-687abab2aa37/2db6c6c2-ff39-4e24-b301-690bf5234fa2

5 Likes

One issue now is load times. I’m doing as much as I can to keep file sizes to a minimum. At 20 levels, the size of a zip is 32.6 mb. I now have to look up how to improve this.

The game now has 50 levels. I have a script that helps make level creation less tedious, but 50 is enough to see how many players stick around that long.

Preview the latest version.

Other features added:

  • Liveupdates. The initial game is under 5mb. Each additional level loads individually in sequence. And since progression is one way, completed levels are not considered during loading.
  • Event tracking in Poki. I have events set up at level 10,20, .. 50. This feature wasn’t available by default.
  • Custom theme selection. You can choose 1 of 5 colors.
  • Commercials and rewarded ads (skip level). The rewarded ad button turns on after 30s.

Future updates will include unlocking more levels from watching a rewarded ad. I also have a build ready for Android. I’m unsure how well that will do considering mobile games are near impossible to get users for without paid acquisition (ads).

2 Likes

The game is now in web fit testing (10k players).

Give it a try. Feedback appreciated.

I’m not sure if it will past the test because for the first 24 hours a bugged version went live instead of the latest. Fortunately, someone from Poki was available via Discord who helped make sure the test ran the latest version.

5 Likes

I played it for way too long :sweat_smile: I really like, that I could drag and drop connected pieces all at once, really convenient :heart::ok_hand:

That’s the idea :grin: So far with event tracking, many players are reaching the max level of 50. I will be adding more levels soon.

There are other minor adjustments to make, such as sound effects, settings, and languages. Those will come in time. I’m very interested to see the final result of the 10k test.

1 Like

The only Ui stuff I suggest is that I tried to click on levels in level selection screen and was sad I couldn’t select them, only play X level. Those looks like buttons, so if you are locking levels make them visibly locked (icon or greyed out)

That’s a good suggestion. Thank you!

The game was also recently approved for Android.

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Web fit test done. Waiting for a review from the Poki team about my results. The web site test was played at least 13,000 times. Many bugs were found, but nothing major. Working on fixing them while I wait for Poki’s decision.

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I made a significant change to the loading of levels. I was previously using a collection per level, but now I use a single level loader with a dynamic factory that updates the main game object that changes per level – the card with a level-specific atlas.

Latest update will include more sounds and smoother animations.

Still waiting for a decision from the Poki manual review. The overall process has taken over a month, probably due to a slowdown from the holidays. Ideally the turnaround time is faster than multiple weeks once a better relationship is established.