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Posted (edited)

We'll not, It's a bit too complicated to create a company so we can get money blablablabla the reason why it's free.

 

Would be cool to accept donation in bitcoin such as Wikipedia (http://wikimediafoundation.org/wiki/Ways_to_Give/fr#bitcoin) at www.ultraflow.net. It takes a few second to setup a bitcoin wallet and you can start accept donation from all over the world in seconds (https://bitcoin.org/fr/choisir-votre-porte-monnaie). I'd like to support your project but I don't want my bank and Tracfin to track my financial data.

 

If advice needed PM me. :)

Edited by Seldoon182
Posted

I got it and maaaaaannn that little bouncing ball. When you have no rebounds and you need to nail it fffffu. But when you get it you're like "HMMMMM FUG YEAH".

 

Great job with the minimal aesthetic and the parallax effect in the menu (I'm just curious, is that an Iphone feature that you can just add to your game or it's a thing you programmed in it ?).

 

At some point though, and on some super hard levels, I just started not thinking about it too much and just decided to spam shoot the little ball until it magically got that very very precise rebound. Was luck a part of the design of the game or did you design it thinking the player will always try to skillfully think of a way to make a rebound ? 

Posted

Thank you man! It's always awesome to get some feedbacks lke that ^^

 

Great job with the minimal aesthetic and the parallax effect in the menu (I'm just curious, is that an Iphone feature that you can just add to your game or it's a thing you programmed in it ?).

 

 It's been programmed by Thibaud. You can desactivate it in the option pannel on the left of the Start screen is you want to. 

 

 

 

 

At some point though, and on some super hard levels, I just started not thinking about it too much and just decided to spam shoot the little ball until it magically got that very very precise rebound. Was luck a part of the design of the game or did you design it thinking the player will always try to skillfully think of a way to make a rebound ? 

 

 

I'm fully aware of that... That was not really a design choice at the beggining, we were building the levels with our idea of how to finish it. When we started to playtest, we saw that people were never accomplishing the levels as we wanted to ^^ But it was a bit late to change a big part of our game. So we decided to let the player play as he wants to and "break" the levels if he doesn't want to "role-play" as there is nothing important involved in ultraflow(no money, no special end etc) 

  • 3 weeks later...
Posted

Finally started playing it in the underground, it's just as addictive as it looks from the video!

Very happy you guys managed to port it to iOS :)

Having played several mobile puzzles, I think the pacing and ramping up is alright (just thinking of Cut The Rope).

I skipped one level for now (13 I think) not sure what it means that I have "4 skips available", what happens if I run out? I think there should be a mechanic of raking up points (with the remaining bounces at the end of each level) that allow you to "buy" skips/unlocks (just as you do in aforementioned puzzle games – that makes you want to go back and perfect previous levels)

Posted

Finally started playing it in the underground, it's just as addictive as it looks from the video!

Very happy you guys managed to port it to iOS :)

 

Happy to read that :)

 

 

Having played several mobile puzzles, I think the pacing and ramping up is alright (just thinking of Cut The Rope).

I skipped one level for now (13 I think) not sure what it means that I have "4 skips available", what happens if I run out? I think there should be a mechanic of raking up points (with the remaining bounces at the end of each level) that allow you to "buy" skips/unlocks (just as you do in aforementioned puzzle games – that makes you want to go back and perfect previous levels)

This is good idea. We're brainstorming on the following opus so i'll propose it to the team ;)

  • 1 month later...

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