A downloadable game for Android

Welcome to this page!

W A V E is my passion project and a casual game.

//The objective of the game is to make waves with a floating and glowing ball to avoid //the obstacles.

//It may look easy, but many of the players can't beat the first level. So, I'm in the stage //of fixing the game difficulty.

//It is not available in Google Play store yet. However, it will be published soon!


Download

Download
waveTest.apk 41 MB

Comments

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(1 edit)

Hi, I saw your post on tigsource but decided to comment here. I played your game and made it to level 2.

Here are some things I noticed. Some points are critical (no harm intended).

1) Nice minimalist artstyle, it fits a hyper casual game well.

2) The tutorial starts from the beginning every time you die. I think that is not necessary. Imho people will understand what to do after the first run. What they need is practice, not the "here is what you should do" info again. Maybe add a skip option for the tutorial text once it has been shown for the first time. Let the player try again as fast as possible ("super meat boy" is a great example of doing that right, also a very hard game). Another suggestion: Maybe start the first levels with reflecting walls and only later introduce death if off-screen. It might ease the learning curve at lot. Making a game too hard is terribly easy, it usually always is. Especially with these "simple" (not meant in a bad way) games you will not want to spook people with too early frustration.

3) Please do not add ads in your demo builds. That is not part of what you want to waste your early testers on. They are not here to watch unity demo ads to check that your ad sdk implementation works. Monetization testing comes much later. Sorry for my critical remarks here but I think this really will put people off and your game will suffer because less people will test it.

4) The text in the credits seems to overlap (the title and names), a layout issue maybe. I am not sure how well you know unity, so maybe you already know, but just in case: turn your game view to "free aspect" and then resize it to different aspect ratios, that way you can easily spot how or when your ui layout breaks.

5) I think the game remembered the direction of gravity from level to level. Because the ball kept speeding off to one direction. No matter what I did it just went off screen immediately after start.

6) It was not very clear to me when exactly my input starts to take effect at level start. Sometimes it reacted, sometimes not. Is there a time limit? Maybe add an effect to show when it starts, not sure.

7) I like the wave controls idea, this might work pretty well.

Hope my feedback will help you and most importantly: do not listen to what I suggested as solutions. You know your game best. Find the root cause of my problems and fix that.

Would be glad if you could test my demo too (geo on tigsource) ;)

Thanks for making this game and keep it up!