Game #5 could easily make a nice iOS game. Make it free and IAP for additional puzzles. You'd just need to generate a whole mess more puzzles. Two little bits of feedback:
1. When one of the pieces goes off the screen, you should automatically restart, or at least let the player know they've failed. The first time this happened I wasn't immediately sure what to do--even though it was obvious after a couple seconds. Even once I knew, it was annoying to have to press restart when I'd obviously lost. Auto-restart will make players less likely to quit in frustration.
2. The "locked into place" pieces should have their design more differentiated from the moveable pieces--remove the arrows, for instance. This will help with clarity as levels get more and more complicated.
Yes, I'm considering doing some iOS games in the near future. I'm currently looking at CocoonJS, a technology that converts html5 games into native apps.
And that is some really good feedback, thanks!
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Check out agameaweek.com. The Dev is really cool in various forums, and has been doing this for about a year I think. He's using Monkey-x to code them now. I don't know how you guys do it.
Marvelous stuff! Having worked for years in the corporate trenches as a Software Engineer, your games once again reminded me how fun programming can be. I definitely will be taking a look at Phaser for hobby projects of my own.
Man I had the exact same reaction. Playing that box game made me think "wow that is the kind of thing I would have loved to spend days implementing in horribly written Turbo Pascal 15 or 16 years ago".
Thanks a lot! Phaser [0] is really an awesome framework to make 2d games. It it quite easy to learn, and with just 100 lines of code you can already have an working prototype.
Any chance of making all the code public? Would be awesome to follow up on your coding progress and it would be a great resource for beginners as well.
These are really impressive, great work. I'd also like to make games and admire the shotgun, just-do-it approach here. If I started working with a framework like phaser, how much of that experience would be applicable to other frameworks? Is it all very similar concepts, with differences in execution (say, like the difference between jQuery and mootools or whatever)? I get a little hesitant at the point of choosing where to start.
Haha, yes! But in the meantime my website became #1 of reddit.com/r/programing, and since then I see lessmilk.com featured on lots of places. And now even on HN, amazing!
1. When one of the pieces goes off the screen, you should automatically restart, or at least let the player know they've failed. The first time this happened I wasn't immediately sure what to do--even though it was obvious after a couple seconds. Even once I knew, it was annoying to have to press restart when I'd obviously lost. Auto-restart will make players less likely to quit in frustration.
2. The "locked into place" pieces should have their design more differentiated from the moveable pieces--remove the arrows, for instance. This will help with clarity as levels get more and more complicated.