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Making a knotty puzzle game - Knotmania

07-29-2015, 07:45 AM
#1
Joined: Jul 2014
Location: Milano
Posts: 118
Making a knotty puzzle game - Knotmania

Hello,
On fall 2015 we'll release on AppStore the game Knotmania.
Hi everyone, throughout this year we (a team of two) have been making a knotty puzzle game we decided to call Knotmania.

WebSite:www.2think.it/knotmania

Video: Knotmania Gameplay

The Game Knotmania will be released as one-time purchase with no ads or in-app purchases.


We decided to start a developer blog at Gamasutra so some history can be found here:

Learn to untie a Gordian Knot

and from now on I think it could make sense to post here as well.
Just in case there are people interested in knot teory and puzzle game.

We have for now 55 levels ready and working on game user interaction, levels design, bug fixes...
We open for beta test on TestFlight, if everyone is into puzzle game and knots, let me know.
You can also ask me about anything.

The levels are procedurally generated - both the rooms and the knots.

I will keep this topic updated with more informations.
Would really love some feedback if anyone has ideas they'd like to share regarding anything they'd like added to the game that would be awesome. All the suggestions are mostly welcome

Thanks!

Loana Furcoi
Follow us:@loanaelif,@2thinkgames
07-29-2015, 10:09 PM
#2
I checked the video and screenshots and it seems very innovative, I love it! I love the visuals too!!! I wonder how premium moneytization model would work for you - it is a bold move in current times. I signed for betatest as well.

Will you be writing about the design process?

Last edited by takemuraori; 07-29-2015 at 10:33 PM.

07-30-2015, 04:49 AM
#3
Joined: Jul 2014
Location: Milano
Posts: 118
Quote:
Originally Posted by takemuraori View Post
I checked the video and screenshots and it seems very innovative, I love it! I love the visuals too!!! I wonder how premium moneytization model would work for you - it is a bold move in current times. I signed for betatest as well.

Will you be writing about the design process?
We're very happy you liked it.
We sent you an invite on TestFlight and we hope you'll post your impressions here or send us an email.
We would like,if possible, to know your device as we had some troubles with iPad 4, troubles we intend to solve in the next beta version.
About moneytization, our intention is to propose the game as a one-time purchase with no ads or in-app purchases.

We want to continue the Knotmania Diary dev blog to cover the problems and the choices made to create this game.
It takes time to write the diary as we're already short-handed but we're trying hard.
The upcoming part should cover the physics engine implementation.

Thanks!

Loana Furcoi
Follow us:@loanaelif,@2thinkgames
07-30-2015, 09:59 PM
#4
Hi there, I will write an email report to you guys but so far my feedback is:
I am on Ipad Air 1st gen.
Techical:
- During tutorial two finger gesture didn't work. Untying a puzzle didn't get recognised for long time.
- during the play game feels unresponsive, manipulating puzzles is hard - it feels as if you need to press hard to move but there is no such thing in touch control so i would think there is a lag?
- The way game checks if puzzle is solved or not is pretty slow, very often it takes 5 seconds before it says i won even though I don't touch anything anymore. I think this is not a time issue but the problem is condition may be parts of the puzzle are not suppose to touch each other then you conclude I win, but it should be that once it is untied I win not when parts don't touch - hard to explain hope you know what I am talking about.

Design / UX:
- Onboardign (tutorial) is very long, it feels like it leaves no freedom for experimentation.
- Sone gestures are redundant - two fingers can be replaces with the touch outside of puzzle - swipe background to rotate... etc
- Typography - I hope this is temporary, choice of fonts etc I would suggest bringing it more consistent with awesome 3d visuals you have.
+ Really love 3d visuals. Backgrounds. and Game idea.
* Not really a suggestion just an idea if you thought of making 3d things you play with into some sort of snakes or cute sausages?

My advice is that unless you have a big PR budget do not go with premium, do free to try and pay wall after certain level. This is based on my experience with release of Shapist last year.

Currently working on a number puzzle: TALLNUM (TL№) and a rogue-like adventure korikori.co follow me on Twitter: @takemuraori.
07-31-2015, 02:59 AM
#5
Joined: Jul 2014
Location: Milano
Posts: 118
Quote:
Originally Posted by takemuraori View Post
Hi there, I will write an email report to you guys but so far my feedback is:
I am on Ipad Air 1st gen.
Techical:
- During tutorial two finger gesture didn't work. Untying a puzzle didn't get recognised for long time.
- during the play game feels unresponsive, manipulating puzzles is hard - it feels as if you need to press hard to move but there is no such thing in touch control so i would think there is a lag?
- The way game checks if puzzle is solved or not is pretty slow, very often it takes 5 seconds before it says i won even though I don't touch anything anymore. I think this is not a time issue but the problem is condition may be parts of the puzzle are not suppose to touch each other then you conclude I win, but it should be that once it is untied I win not when parts don't touch - hard to explain hope you know what I am talking about.

Design / UX:
- Onboardign (tutorial) is very long, it feels like it leaves no freedom for experimentation.
- Sone gestures are redundant - two fingers can be replaces with the touch outside of puzzle - swipe background to rotate... etc
- Typography - I hope this is temporary, choice of fonts etc I would suggest bringing it more consistent with awesome 3d visuals you have.
+ Really love 3d visuals. Backgrounds. and Game idea.
* Not really a suggestion just an idea if you thought of making 3d things you play with into some sort of snakes or cute sausages?

My advice is that unless you have a big PR budget do not go with premium, do free to try and pay wall after certain level. This is based on my experience with release of Shapist last year.
Thank you very much for your lengthy feedback.
These are very useful tips and hopefully we'll begin to work on the issues and suggestions you made about the design of game.
The fonts are temporarily, we were already working on it. It's very difficult to find a font that blends well with the visuals.

Thanks!

Loana Furcoi
Follow us:@loanaelif,@2thinkgames
08-05-2015, 03:52 AM
#6
Joined: Jul 2014
Location: Milano
Posts: 118
we would like to know your impression about the sounds and the music.
We designed the strings to emit a note of a different pitch when touched whilst in background a low-res drum beats to keep high the rhythm (as the the time goes on).
Do you like it?

Loana Furcoi
Follow us:@loanaelif,@2thinkgames
08-06-2015, 01:37 AM
#7
Joined: Aug 2015
Location: Delhi
Posts: 1
Send a message via Skype™ to techcuff1
I checked the video and screenshots and it seems very innovative, loved it!

Thanks & Regards,
Dara Singh
Please visit us @Mobile App Development
Apps & Web Development Company
08-06-2015, 11:00 AM
#8
Joined: Jul 2014
Location: Milano
Posts: 118
Quote:
Originally Posted by techcuff1 View Post
I checked the video and screenshots and it seems very innovative, loved it!
Thank you!
We are still in open beta test on TestFlight. If you are interested and you want to participate to our beta test, send me a PM with your email.

Loana Furcoi
Follow us:@loanaelif,@2thinkgames
08-07-2015, 08:36 AM
#9
I have to say that I keep playing the game from time to time, I installed new update two days ago I think?
First of all it is more responsive to dragging now - wohooo this is great!
It still has problems detecting if puzzle is solved or not.

Sounds... Main screen sound is ... ridiculous Its so cheesy and fun as if it is a cartoon.
I like sound of rotating wall when you enter the level, i like FX on button click etc, I am not sure music really fits the visuals but you shouldn't really ask my opinion as I struggle with sound design.

Currently working on a number puzzle: TALLNUM (TL№) and a rogue-like adventure korikori.co follow me on Twitter: @takemuraori.
08-10-2015, 04:24 PM
#10
Joined: Jul 2014
Location: Milano
Posts: 118
Quote:
Originally Posted by takemuraori View Post
I have to say that I keep playing the game from time to time, I installed new update two days ago I think?
First of all it is more responsive to dragging now - wohooo this is great!
It still has problems detecting if puzzle is solved or not.

Sounds... Main screen sound is ... ridiculous Its so cheesy and fun as if it is a cartoon.
I like sound of rotating wall when you enter the level, i like FX on button click etc, I am not sure music really fits the visuals but you shouldn't really ask my opinion as I struggle with sound design.
Thanks!
We are working hard to enhance the user interaction and other various aspects of the game.
We have just released the new teaser: