Nice! Good work! Can you share your solution with me so I can include it in update ? Maybe to don't spoiler here just mail me with your solution at [email protected]
IPad Pro Today I have ordered an iPad Pro can't wait to play Cobe The Gallery on it ! I hope it will come before weekend
I haven't my iPad with me to test it and have really played only a little, but I remember you need to swipe starting from the edge of an area (and than "outwards" of course). If you try to make a "big" swipe (which you naturally will do when the colored area is large"-ish") it feels it fails. Or perhaps the swipe is too critical with respect to the angle of the swipe. I mean, if the swipe is not perfectly perpendicular, then it is not recognized. Well, I haven't my iPad with me so I cannot confirm. Tonight I'll test and check and also if level 4 is different for me in some sense than other levels.
So the trick is that your swipe must *end* on the edge of the area that you are expanding. For larger areas this doesn't feel natural as you tend to swipe inside the area but not all the way up to the edge. Kind of work around is to just target the edge of the area to do your swipe, that feels pretty accurate and avoids most fails.
Hi Sijs, I have no problems with swiping, it just works perfect for me, I read that y2kmp3 has some trouble with the game, but it can also be her device.
Simbite, I am playing your game on an iPad Air 2 on iOS 8 (not 9). Sadly, despite following the subsequent suggestions from Rogers and Saosijs, I am unable to get reliable swiping to work to play the game without hiccup. Further, I urge you to reconsider your stance against having an undo function. Your game's puzzles are superbly designed and do not need this "added" constraint to increase the difficulty. This is a common misconception I see in many developers. Such barrier only adds frustration because it prevents rapid path testing when the aim to test out different forks of a strategy. Though I am only earlier on in the game, I can imagine that the later levels would include 15 or more moves to complete. Expecting the player to replay the first 10 steps each time the player wants to test out a different path for the remaining 5 steps leads to tedium and is entirely unnecessary. As you rightly pointed out yourself, the primary focus should be on the quality of the puzzles. Frivolous distraction used to "delay" the player from experimenting does not make good gameplay.
Maybe you are right, I must reconsider this "one move undo" option that might be nice to have in later levels which needs many moves to make. In the beginning levels I see no reason for this but maybe it's necessary to have it on more complicated ones. I must think about it. y2kmp3 could you mail me so I can ask you some things about swiping thing you are facing? Thanks.
According to App Annie report Cobe The Gallery just hited TOP 50 games on Puzzle and Strategy games in Honk Kong and Taiwan (both on ~#30) That is just awesome ! Thank you all so much
Chapter 5 is really hard, don't know if it is too hard, but Some puzzles take way more than an hour. Every chapter the move count goes up, I am now on level 5 chapter 5 with 13 moves. Just got level 5 of chapter 5 its just brilliant when you see the solution.
Hi Gregory, about the game Icon, I don't like it, it says nothing about the game, wonder if people know whats it all about based only by the game Icon. Maybe you should use Some more colors in the game Icon or even a level, but that is just a tip, its just hard to get seen.
Hmm do you have any ideas how it should look like ? I am open to everything just show me how you see it
Well I am no designer, but if people in this thread have any ideas, just share them. otherwise just leaf it at what it is, I was just trying to help to get noticed.
Thanks ROGER-NL! That's right if anybody have an idea for a better logo and want to share feel free to post it here
iPad Pro is just huge ! And what is best is that Cobe The Gallery look on it amazing ! and runs so smooth