Developer Notes: Although it says it's optimized for iPhone 5, the minimum hardware is a 3gs Hi Guys, I wanted to tell you about my new game, Word-a-pult. Its coming out on the 9th (this Thursday). It's a game where you use your spelling skill to launch your catapult attack on your enemy's tower (hence Word-a-pult) or to repair your own. You can use the word you created to mix and match repair and attack or go all in with an attack. It's your call. The first tower to hit 0 health looses. You got one minute to decide on your best word. The game uses the Game Center turn based multiplayer system (similar to Letterpress). Word-a-pult Whose tower will stand in the end? Use your spelling prowess. Attack, defend or both? It's your choice. In the game wher… Free Buy Now Watch Media DetailsWhose tower will stand in the end? Use your spelling prowess. Attack, defend or both? It's your choice. In the game where your spelling skill and strategy counts, a victor shall be named. An iOS only game utilizing the Game Center Turn Based System, play with your Game Center friends or invite new ones to the world of Word-a-pult. Information Seller: Genre:Puzzle, Word Release:Jan 09, 2014 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating:Unrated Your Rating:unrated Compatibility:HD Universal MiniMega Well-Known Member Aug 4, 2011 46 0 6 Game Developer Byron Bay, Australia http://minimega.com.au #2 MiniMega, Jan 7, 2014 looks good What do you think of the Game Center turn based multiplayer system? Cynuyt Well-Known Member May 31, 2013 1,980 0 36 http://pine-entertainment.com #3 Cynuyt, Jan 7, 2014 Waiting for release day, will worldwide? Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #4 Hafiz Pon, Jan 7, 2014 Last edited: Jan 7, 2014 it took me a while to get the implementation working properly and there are quirks in its behavior. so a lotta testing needed to be done. i was sticking with it though coz its a great time saving solution where u dont have to build an entire scalable turn based network infrastructure Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #5 Hafiz Pon, Jan 7, 2014 Worldwide. Yeah I'm waiting for the release day myself . I've set the time and all i can do now is wait. Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #6 Hafiz Pon, Jan 8, 2014 not long now........ Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #7 Hafiz Pon, Jan 9, 2014 added some screenshots... Collin Well-Known Member Jul 29, 2010 714 43 28 Graphic Designer/Illustrator/Art Director Colorado Springs, CO https://www.theislandsofmisfitcreativity.com/ #8 Collin, Jan 11, 2014 I hate to complain about a game that was free, but I was disappointed when I started it and found out it was online multiplayer only. If it has to be multiplayer only, I would prefer to have a local multiplayer option. Ideal would be a 1-player mode where I could practice a bit before jumping into the MP pool. There is an IAP store with 3 purchase options: create more games, 500 shillings, and 1500 shillings. It says any purchase will disable ads, and you can restore purchases; presumably only the non-consumable one. I haven't actually played a game of it yet, because... Well, honestly, I hate playing this type of game against an unknown person, with no chance to practice. Plus, the addition of a IAP currency has me thinking that victory can be purchased, if you're willing to spend the money. The "create more games" IAP makes me think I'll be stuck playing the first person I'm matched with until the end of the game. I don't know if there's an automatic win or draw after someone takes too long to complete their turn, or if the loss goes to whomever drops out voluntarily, making it a viable strategy for the person losing to just not take their turn, hoping their opponent drops out, giving them the win. This is all the more likely if the person losing bought the "make more games" IAP, and can keep playing with other people. If their opponent can only play the one game, they will either have to also purchase the IAP, or drop out of the game to play someone else. It just feels open to griefers. That's all speculation on my part. If the Dev would like to comment, I look forward to reading it. Pheebers Well-Known Member Apr 27, 2013 109 1 18 #9 Pheebers, Jan 13, 2014 I have two games I started last night, and it's been stuck on the other player's turn for about 12 hours. Is there a way for me to delete or resign the games I'm in? Cynuyt Well-Known Member May 31, 2013 1,980 0 36 http://pine-entertainment.com #10 Cynuyt, Jan 18, 2014 Cool! Waiting to play. Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #11 Hafiz Pon, Jan 20, 2014 Hi Collin, I'm Hafiz, the dev. I'll try my best to answer all your questions. I am currently looking into implementing local multiplayer via bluetooth and/or wifi. This hopefully will offset the lack of turn based player. Initially I thought that purely online turn based gameplay would be enough but it's obvious without a huge download numbers like letterpress, songpop or draw something (which are purely online turn based), a game like mine requires the ability to play with ppl that 'are' around you. As for the one player mode, I've bounced the idea in my head but after more thorough thinking it's not as easy as it seems to make the computer to play like a human. It's too easy for it to be too good by going through the word list and find a match for the current board. It's suprisingly hard to make a 'fair' AI for a game like this I think so the next best option is a local multiplayer. As for the IAP, I thought long and hard how not to make the IAP not 'evil'. I look around the AppStore to get ideas on how to make it fair and I thought letterpress IAP was the fairest of em' all. That's where create more games comes from. If you have been matched to a player and they haven't replied for a long time, just swipe your finger horizontally on the row and a delete or quit button should appear where you can remove it and create a new match. There was no intention when I create the 'More Games' IAP as a way to motivate player to buy just because there are stuck with a player for a while and based on my research from the aforementioned games, I thought that swipe to remove was a universal thing that most iOS player understood (obviously I was wrong). Also there is no way for the other play to win simply by the other player quitting. The game only declares a winner or loser when one player fully destroy the other player tower. That was delivered design decision on my part to avoid a player winning by having the other player drop out of the game due to frustration. As for the shillings, they can only be used for wildcard and only one wildcard is allowed each turn. I guess if both player was equally good then yes the wildcard can be an advantage, but that's not usually the case (at least during my testing). The wildcard will be less effective if you don't thoroughly think about your word, less you're playing with a a bad speller in which case you don't need to use the wildcard. As for the disabling ads, as long as you sync the game via iTunes or iCloud, the game will remember that you have made the purchases (including consumables) and will not display add but if you remove it without synching, there's no way for the game to know and it will only remembers the non-consumables. Hopefully I have answered some of your question and if not, don't hesitate to post here. Oh and btw, I'm obviously on GameCenter and my name GC name is HafizPon. You can always add me as your GC friend and we'll have a go in the game Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #12 Hafiz Pon, Jan 20, 2014 Hi Pheebers, You can swipe your finger horizontally on the row you wish to delete and a delete/quit button should appear. Collin Well-Known Member Jul 29, 2010 714 43 28 Graphic Designer/Illustrator/Art Director Colorado Springs, CO https://www.theislandsofmisfitcreativity.com/ #13 Collin, Jan 21, 2014 Thank you for the answers. They helped, and I get what you are saying about the difficulty in developing a fair AI. Your answers bring two thoughts to mind. What about a single player mode where the computer, instead of picking words, lobs a set amount of damage each round (perhaps with easy, medium and hard settings - or even set stages where the damage escalates until you lose, and you are trying to make it as far as possible) and you're trying to destroy them before they destroy you? The way I understand it, from the way you explained it, you don't get a win unless you destroy your opponent. But what's to keep someone from quitting a game they are losing, to keep you from getting the win? Apart from sportsmanship, of course. Hafiz Pon Well-Known Member Jul 16, 2010 76 0 0 contract worker during the day, thinking game idea #14 Hafiz Pon, Jan 30, 2014 Hi Collin, Sorry for the late reply. Had a client project that needed my attention. I wanted to reply sooner but i've been spending all my waking moments coding for my client. I've manage to spend some time thinking about how I can improve the game and taking your feedback as well as others. Here is a list of things I'm gonna implement; 1. Practice mode where the AI tower will sling x amount of damage. Would probably have difficulty three difficulty levels where the bigger the difficulty, the higher the chance the AI will sling a bigger hit 2. Local mutiplayer with bluetooth and/or wifi 3. Improve the game center play. Each player will have x amount of time to reply. There will be a countdown clock for each player so you know how much time the other guy/gal has to respond. Once the clock hit 0, it's back to your turn. As for the problem of the player resigning, It will make the other player wins. But here's the kicker, the way game center work, i can't auto-win the other guy when his opponent resign. To work around this problem, a button will appear for the player to 'claim' his or her victory 4. Changes to the interface to improve usability. 5. Allow invite by mail (for folks who do not want to use FB) That's what I have in my pipeline. Unfortunately I can't start yet due a client project. I should have more time in my hands by next week wednesday and I will get right on it. Again, my apologies for the later reply but being an indie game dev alone is not enough to put food on the table. I hope you understand. Collin Well-Known Member Jul 29, 2010 714 43 28 Graphic Designer/Illustrator/Art Director Colorado Springs, CO https://www.theislandsofmisfitcreativity.com/ #15 Collin, Jan 30, 2014 Not a problem, and I totally understand. You have to pay the bills. I look forward to seeing how the changes go, once your time frees up and you can get to them. (You must log in or sign up to post here.) 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it took me a while to get the implementation working properly and there are quirks in its behavior. so a lotta testing needed to be done. i was sticking with it though coz its a great time saving solution where u dont have to build an entire scalable turn based network infrastructure
Worldwide. Yeah I'm waiting for the release day myself . I've set the time and all i can do now is wait.
I hate to complain about a game that was free, but I was disappointed when I started it and found out it was online multiplayer only. If it has to be multiplayer only, I would prefer to have a local multiplayer option. Ideal would be a 1-player mode where I could practice a bit before jumping into the MP pool. There is an IAP store with 3 purchase options: create more games, 500 shillings, and 1500 shillings. It says any purchase will disable ads, and you can restore purchases; presumably only the non-consumable one. I haven't actually played a game of it yet, because... Well, honestly, I hate playing this type of game against an unknown person, with no chance to practice. Plus, the addition of a IAP currency has me thinking that victory can be purchased, if you're willing to spend the money. The "create more games" IAP makes me think I'll be stuck playing the first person I'm matched with until the end of the game. I don't know if there's an automatic win or draw after someone takes too long to complete their turn, or if the loss goes to whomever drops out voluntarily, making it a viable strategy for the person losing to just not take their turn, hoping their opponent drops out, giving them the win. This is all the more likely if the person losing bought the "make more games" IAP, and can keep playing with other people. If their opponent can only play the one game, they will either have to also purchase the IAP, or drop out of the game to play someone else. It just feels open to griefers. That's all speculation on my part. If the Dev would like to comment, I look forward to reading it.
I have two games I started last night, and it's been stuck on the other player's turn for about 12 hours. Is there a way for me to delete or resign the games I'm in?
Hi Collin, I'm Hafiz, the dev. I'll try my best to answer all your questions. I am currently looking into implementing local multiplayer via bluetooth and/or wifi. This hopefully will offset the lack of turn based player. Initially I thought that purely online turn based gameplay would be enough but it's obvious without a huge download numbers like letterpress, songpop or draw something (which are purely online turn based), a game like mine requires the ability to play with ppl that 'are' around you. As for the one player mode, I've bounced the idea in my head but after more thorough thinking it's not as easy as it seems to make the computer to play like a human. It's too easy for it to be too good by going through the word list and find a match for the current board. It's suprisingly hard to make a 'fair' AI for a game like this I think so the next best option is a local multiplayer. As for the IAP, I thought long and hard how not to make the IAP not 'evil'. I look around the AppStore to get ideas on how to make it fair and I thought letterpress IAP was the fairest of em' all. That's where create more games comes from. If you have been matched to a player and they haven't replied for a long time, just swipe your finger horizontally on the row and a delete or quit button should appear where you can remove it and create a new match. There was no intention when I create the 'More Games' IAP as a way to motivate player to buy just because there are stuck with a player for a while and based on my research from the aforementioned games, I thought that swipe to remove was a universal thing that most iOS player understood (obviously I was wrong). Also there is no way for the other play to win simply by the other player quitting. The game only declares a winner or loser when one player fully destroy the other player tower. That was delivered design decision on my part to avoid a player winning by having the other player drop out of the game due to frustration. As for the shillings, they can only be used for wildcard and only one wildcard is allowed each turn. I guess if both player was equally good then yes the wildcard can be an advantage, but that's not usually the case (at least during my testing). The wildcard will be less effective if you don't thoroughly think about your word, less you're playing with a a bad speller in which case you don't need to use the wildcard. As for the disabling ads, as long as you sync the game via iTunes or iCloud, the game will remember that you have made the purchases (including consumables) and will not display add but if you remove it without synching, there's no way for the game to know and it will only remembers the non-consumables. Hopefully I have answered some of your question and if not, don't hesitate to post here. Oh and btw, I'm obviously on GameCenter and my name GC name is HafizPon. You can always add me as your GC friend and we'll have a go in the game
Hi Pheebers, You can swipe your finger horizontally on the row you wish to delete and a delete/quit button should appear.
Thank you for the answers. They helped, and I get what you are saying about the difficulty in developing a fair AI. Your answers bring two thoughts to mind. What about a single player mode where the computer, instead of picking words, lobs a set amount of damage each round (perhaps with easy, medium and hard settings - or even set stages where the damage escalates until you lose, and you are trying to make it as far as possible) and you're trying to destroy them before they destroy you? The way I understand it, from the way you explained it, you don't get a win unless you destroy your opponent. But what's to keep someone from quitting a game they are losing, to keep you from getting the win? Apart from sportsmanship, of course.
Hi Collin, Sorry for the late reply. Had a client project that needed my attention. I wanted to reply sooner but i've been spending all my waking moments coding for my client. I've manage to spend some time thinking about how I can improve the game and taking your feedback as well as others. Here is a list of things I'm gonna implement; 1. Practice mode where the AI tower will sling x amount of damage. Would probably have difficulty three difficulty levels where the bigger the difficulty, the higher the chance the AI will sling a bigger hit 2. Local mutiplayer with bluetooth and/or wifi 3. Improve the game center play. Each player will have x amount of time to reply. There will be a countdown clock for each player so you know how much time the other guy/gal has to respond. Once the clock hit 0, it's back to your turn. As for the problem of the player resigning, It will make the other player wins. But here's the kicker, the way game center work, i can't auto-win the other guy when his opponent resign. To work around this problem, a button will appear for the player to 'claim' his or her victory 4. Changes to the interface to improve usability. 5. Allow invite by mail (for folks who do not want to use FB) That's what I have in my pipeline. Unfortunately I can't start yet due a client project. I should have more time in my hands by next week wednesday and I will get right on it. Again, my apologies for the later reply but being an indie game dev alone is not enough to put food on the table. I hope you understand.
Not a problem, and I totally understand. You have to pay the bills. I look forward to seeing how the changes go, once your time frees up and you can get to them.