Jewel Next Vincent Victoria Match jewels to create new jewels. Create and collect more than 55 different jewels! What will be the last jewel? Featu… $0.99 Buy Now Watch Media DetailsMatch jewels to create new jewels. Create and collect more than 55 different jewels! What will be the last jewel? Features • Match 3 to create new jewels • 4 Different Modes ⁃ CLASSIC - Jewel collection mode ⁃ FA M I L Y - Big jewels for kids and adults ⁃ PU Z Z L E - Turn by turn, fun by fun ⁃ B L I T Z - 60 seconds plus lucky time! • Keep your jewels in a Jewelry Box • 55+ types of jewels • 25+ achievement badges • Game Center support Watch the launch trailer at http://youtu.be/vdSKLCENTS8 VINCENT VICTORIA We make games for you and your family! Like us at Facebook.com/VinVictoria Follow us at Twitter.com/VincentVictoria Visit us at VincentVictoria.com Information Seller:Vincent Victoria Genre:Family, Puzzle Release:Jan 31, 2013 Updated:Nov 13, 2013 Version:2.01 Size:47.3 MB TouchArcade Rating:Unrated User Rating: (2) Your Rating:unrated Compatibility:HD Universal Cynuyt Well-Known Member May 31, 2013 1,980 0 36 http://pine-entertainment.com #2 Cynuyt, Aug 24, 2013 Its free with iPhone version, IPad HD version not free? VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #3 VincentVictoria, Aug 24, 2013 Thanks for your interest HD version is also on sale, $1.99 -> $0.99. Andre Well-Known Member Apr 11, 2012 3,643 2 38 #4 Andre, Aug 24, 2013 Thanks, VincentVictoria. The screenshots look good, so I'll have the one on iPad! VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #5 VincentVictoria, Aug 24, 2013 It's a joy to hear that Thanks! Carlos-Sz Well-Known Member Nov 5, 2008 2,712 11 38 #6 Carlos-Sz, Aug 24, 2013 It's very polished but why the game ends when a new jewel is found? nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #7 nightc1, Aug 24, 2013 That's my same issue as well. Maybe I'm touching te wrong button to get back to the game if there is a way back? VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #8 VincentVictoria, Aug 25, 2013 Thanks for your feedback. The game is not clear about this as much as I would want. Anyway, here's the reason: When you find a jewel you've never seen, the run ends. SkyMuffin Well-Known Member May 24, 2010 2,377 0 36 college student, ENG/WGS major Lexington, KY http://fromonesurvivortoanother.tumblr.com #9 SkyMuffin, Aug 25, 2013 Please change this! It's really jarring and it interrupts the fun of the game. I start to build up a bigger score and some momentum with my combos, and then the game just abruptly ends. VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #10 VincentVictoria, Aug 25, 2013 Thanks! Your opinion gave me a spark and I thought of a new mode. Classic and Family mode will stay the same, but I will test a new mode. BTW, there're two extra modes available in a developer build, but I chose not to release it because it didn't meet quality standards. But stay tuned. You gave me a very good inspiration. I'm excited. nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #11 nightc1, Aug 25, 2013 Into would like another mode. Maybe just call it arcade or endless but include a timer or something to make it skill based and competitive. Having the gem collecting thing in both of the current modes is too much. It's a solid game except the jarring end. I have played other games (Eeek!, was one I think) where you played to up a multiplier so you could ultimately get higher scores. So I'm no stranger to a grind, it just feels out of place. VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #12 VincentVictoria, Aug 25, 2013 Just in case you haven't seen my old post, I will write this. Yes, each run ends when you find a jewel you've never seen. But the game is not clear about this. I should've stated this very clearly in tutorial. I will try to address this issue in later update. VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #13 VincentVictoria, Aug 25, 2013 Yes, multipliers will be tested. I actually have tested the concept months ago. Let's see how it goes! chris1a Well-Known Member Mar 10, 2010 1,335 1 0 Sweden #14 chris1a, Aug 25, 2013 +1 for a mode that doesn't end when finding a new jewel. Otherwise this a really polished match 3, basic stuff but very polished which does keep you coming back to it. I only have the iPhone version at the moment, is there any difference in the HD one (like bigger boards and so on) or just the sharper graphics? Carlos-Sz Well-Known Member Nov 5, 2008 2,712 11 38 #15 Carlos-Sz, Aug 25, 2013 Thank you! VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #16 VincentVictoria, Aug 26, 2013 Thanks! Yes, polishing was our greatest effort. I wish that players could have pure fun without any distractions. HD version is an Universal App which works on both iPad and iPhone. Other than that, there isn't that much difference. If you are not going to play it on iPad, you can keep playing on the iPhone version without any missed features. Even Leaderboards are shared! Card Well-Known Member Jan 12, 2012 818 6 18 Toronto Canada #17 Card, Aug 26, 2013 Last edited: Aug 26, 2013 Thanks for letting us try the game out. Looking forward to any update. VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #18 VincentVictoria, Aug 27, 2013 Sure. I just hope you are enjoying the game I'm working on the update as well! nightc1 Well-Known Member Oct 19, 2012 4,362 0 0 AL #19 nightc1, Aug 27, 2013 I asked something like this in the main thread for the game last night and no response... so I'll ask here. What are the conditions for end game after you have unlocked all the gems? Is it a certain number of "new" gems? Is it time based? I've had games (on Family Mode) end at level 29 and 30 with no obvious reason why. It just says you unlocked a new gem (which isn't true as I have them all) and game over. At first I thought the limit was level 30 until the game ended at 29 during a replay. I like the general game flow, I just don't understand why my games end so seemingly random. I wish that once you unlock all the gems that a timer is implemented similar to Zoo Keeper where you need to make moves quick enough to keep the timer full or else it's game over. That would be fun. As it is, this game seems half-baked. Gameplay is pretty professional but game theory leaves a lot to be desired. VincentVictoria Well-Known Member Jun 9, 2012 84 0 0 A two-man indie game developer South Korea http://www.vincentvictoria.com #20 VincentVictoria, Aug 27, 2013 First, thanks for sharing your 'feelings.' It's very important to me because I like to know how actual players think. I can't perfectly predict how others think. More wordy the questions are, better to me! I'll explain how they work. I'll also make some fixes that will improve user experience in future updates. (I've done some but it's not quite there yet) Before explaining the game end condition, I'll state this: - Jewel Next is a ever-changing game. You won't see same game board not very often if you've unlocked all jewels. So...., - Order of jewels are RANDOM among your unlocked jewels. This is to increase vibrance and to avoid dullness. - But, Order of colors of jewels are consistent. (Blue, Yellow, Red, Pink...) About Game End Condition 1. If you haven't unlocked all gems, each run ends when you find a never-seen-before gem 2. When you unlock all gems for the first time, you earn a jewel knight certificate as an achievement. 3. If you've unlocked all gems, each run ends when you create a last-in-order jewel. It's 55th jewel since there are 55 jewels in current version. 4. Levels do not affect game end condition. It's more of how well you have done the current run. When you reach a certain point in a level, level goes up. If you keep your combo high, level goes up faster. Why the game seems to end abruptly? If you create the last jewel by "your" last swap, you'll know you just created the last one. But more than often, you do really well and in a turmoil of combos and such, the last jewel is just created. Then it feels like it comes from nowhere and random... I'm looking for a way to present this situation more user-friendly. About timer mode: If I add a timer mode, I'll add it as a separate mode rather than adding a timer after all jewels are locked. About how future update will go regarding additional modes: In development build, there are 3 extra modes: 1. Action: timer-based mode 2. Blitz: 60 seconds mode with multipliers, etc 3. Enigma: Puzzle mode I dropped those extra modes because they seem to interfere with current game flow(Gem collection) and the quality of those modes were not enough. But I know better now. I'm working on modes too. Action and Blitz probably will find its place in future updates if not next. Thanks for caring! (You must log in or sign up to post here.) Show Ignored Content Page 1 of 2 1 2 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
That's my same issue as well. Maybe I'm touching te wrong button to get back to the game if there is a way back?
Thanks for your feedback. The game is not clear about this as much as I would want. Anyway, here's the reason: When you find a jewel you've never seen, the run ends.
Please change this! It's really jarring and it interrupts the fun of the game. I start to build up a bigger score and some momentum with my combos, and then the game just abruptly ends.
Thanks! Your opinion gave me a spark and I thought of a new mode. Classic and Family mode will stay the same, but I will test a new mode. BTW, there're two extra modes available in a developer build, but I chose not to release it because it didn't meet quality standards. But stay tuned. You gave me a very good inspiration. I'm excited.
Into would like another mode. Maybe just call it arcade or endless but include a timer or something to make it skill based and competitive. Having the gem collecting thing in both of the current modes is too much. It's a solid game except the jarring end. I have played other games (Eeek!, was one I think) where you played to up a multiplier so you could ultimately get higher scores. So I'm no stranger to a grind, it just feels out of place.
Just in case you haven't seen my old post, I will write this. Yes, each run ends when you find a jewel you've never seen. But the game is not clear about this. I should've stated this very clearly in tutorial. I will try to address this issue in later update.
Yes, multipliers will be tested. I actually have tested the concept months ago. Let's see how it goes!
+1 for a mode that doesn't end when finding a new jewel. Otherwise this a really polished match 3, basic stuff but very polished which does keep you coming back to it. I only have the iPhone version at the moment, is there any difference in the HD one (like bigger boards and so on) or just the sharper graphics?
Thanks! Yes, polishing was our greatest effort. I wish that players could have pure fun without any distractions. HD version is an Universal App which works on both iPad and iPhone. Other than that, there isn't that much difference. If you are not going to play it on iPad, you can keep playing on the iPhone version without any missed features. Even Leaderboards are shared!
I asked something like this in the main thread for the game last night and no response... so I'll ask here. What are the conditions for end game after you have unlocked all the gems? Is it a certain number of "new" gems? Is it time based? I've had games (on Family Mode) end at level 29 and 30 with no obvious reason why. It just says you unlocked a new gem (which isn't true as I have them all) and game over. At first I thought the limit was level 30 until the game ended at 29 during a replay. I like the general game flow, I just don't understand why my games end so seemingly random. I wish that once you unlock all the gems that a timer is implemented similar to Zoo Keeper where you need to make moves quick enough to keep the timer full or else it's game over. That would be fun. As it is, this game seems half-baked. Gameplay is pretty professional but game theory leaves a lot to be desired.
First, thanks for sharing your 'feelings.' It's very important to me because I like to know how actual players think. I can't perfectly predict how others think. More wordy the questions are, better to me! I'll explain how they work. I'll also make some fixes that will improve user experience in future updates. (I've done some but it's not quite there yet) Before explaining the game end condition, I'll state this: - Jewel Next is a ever-changing game. You won't see same game board not very often if you've unlocked all jewels. So...., - Order of jewels are RANDOM among your unlocked jewels. This is to increase vibrance and to avoid dullness. - But, Order of colors of jewels are consistent. (Blue, Yellow, Red, Pink...) About Game End Condition 1. If you haven't unlocked all gems, each run ends when you find a never-seen-before gem 2. When you unlock all gems for the first time, you earn a jewel knight certificate as an achievement. 3. If you've unlocked all gems, each run ends when you create a last-in-order jewel. It's 55th jewel since there are 55 jewels in current version. 4. Levels do not affect game end condition. It's more of how well you have done the current run. When you reach a certain point in a level, level goes up. If you keep your combo high, level goes up faster. Why the game seems to end abruptly? If you create the last jewel by "your" last swap, you'll know you just created the last one. But more than often, you do really well and in a turmoil of combos and such, the last jewel is just created. Then it feels like it comes from nowhere and random... I'm looking for a way to present this situation more user-friendly. About timer mode: If I add a timer mode, I'll add it as a separate mode rather than adding a timer after all jewels are locked. About how future update will go regarding additional modes: In development build, there are 3 extra modes: 1. Action: timer-based mode 2. Blitz: 60 seconds mode with multipliers, etc 3. Enigma: Puzzle mode I dropped those extra modes because they seem to interfere with current game flow(Gem collection) and the quality of those modes were not enough. But I know better now. I'm working on modes too. Action and Blitz probably will find its place in future updates if not next. Thanks for caring!