Game Development Community

Magic Pearls

by Very Interactive Person · 09/13/2006 (5:37 pm) · 16 comments

Finally! Magic Pearls, a little 2D puzzle game I've been working on for too long now is released to the public.

Quote:

Your mission is to push the Magic Pearls into their assigned slots in as few moves as possible. The pearls can only be pushed, never pulled, and those slots can seem to have a mind of their own sometimes!



Sounds simple doesn't it? That's what we thought too.



Think you've got what it takes to beat this fiendishly clever game? Download the free game demo now and find out.


The game is released on FirstRateGames.com

You can read all about it, and download the demo here:www.firstrategames.com/gameinfo.aspx?id=1

Here are some screenshots:

www.firstrategames.com/prodimages/mpscreen1.jpg

www.firstrategames.com/prodimages/mpscreen2.jpg

www.firstrategames.com/prodimages/mpscreen3.jpg



I know this game has a very select public. I'm hoping people who like puzzle games like sudoku, sokoban (it is a sokoban clone), etc will like it. If you know any people who are into puzzle games, defenetly send them the link. Or if you have a website and want to link to it...that'd be great.


So now this one is finally out the door. I need to start working on a new game :) During the development of this game i came to realize that even the simplest game ideas take very long if you want to it right (and by yourself, and on a tight budget :) ). So the next game won't be too complex either, something I can finish in a month or 2. Maybe after that, I'll finally look into making a 3D game (with TGE or TSE).

#1
09/13/2006 (5:58 pm)
A quality game with a definite audience, Seems like you should be working on distribution right now! Have you approached any of the portals? Probably not going to be the next big thing, but you could make some decent money on this, it seems to me. Well done!
#2
09/13/2006 (6:10 pm)
Thanks!
I only tried 1 or 2 portals/publishers. Didn't get much response, but the game was still rough back then. Maybe I should try again... :)
#3
09/13/2006 (6:11 pm)
Looks very good !!! Nog veel geluk !
#4
09/13/2006 (6:13 pm)
Great visuals, and solid sokoban implementation. Congrats on finishing this one up. :)
#5
09/13/2006 (7:27 pm)
Congrats on getting it finished and out the door.
#6
09/13/2006 (8:36 pm)
Good job Ward! I really love the new backgrounds!

Christophe
#7
09/13/2006 (9:13 pm)
Thanks! Feedback like this really gets me motivated to start working on a new game asap.

There are still some things left to do for MP though. I still haven't made a mac port (due to the fact I don't have a mac), but I think I should really do that asap. I think this type of game will be more appreciated in the mac community.

@ Mark & Canon: Special thanks to you guys! Your feedback on the beta version had a big influence on the look and feel of the game.
#8
09/13/2006 (11:11 pm)
VERY tight, nice job Ward. :)
#9
09/13/2006 (11:46 pm)
Nice game - I can't find anywhere in your older posts if it was built using TGB?
#10
09/14/2006 (12:30 am)
Very, very nicely done! It is clean, crisp, and plays very nicely. Great job!

EDIT:
And the artwork is gorgeous!
#11
09/14/2006 (1:56 am)
Fantastic job! congratulations.
#12
09/14/2006 (2:29 am)
The improvements you've made are really impressive. I think this could definitely get some attention on portal sites. It wouldn't hurt to at least start a dialog with them as they may have some suggestions for making it quite successful based on their experience.

One question - Is there a way I can track what my best "score" was for each level?

Oh, and you should definitely add some nag screens (there was a really good presentation on that from the casuality conference. Here's the link to the discussion and slides: forums.indiegamer.com/showthread.php?t=7647. They also suggested using "Order" instead of "Buy".

Good luck!
-Andrew
#13
09/14/2006 (3:30 am)
Quote:They also suggested using "Order" instead of "Buy"
This one was disputed by all the other members of the panel. Brian from ArcadeTown espoused this one, but I'm not sure how much merit it has.
#14
09/14/2006 (4:21 am)
I agree it's a fairly minor point... Did the panel come to any kind of consensus except "it doesn't matter"?
The effectiveness of rotating "nag" screens - especially those that have game play going on was pretty significant I thought. Also the "landing" page and order processing once they click "buy" is very important. I don't know if it was discussed in that document or somewhere else. The fewer clicks, the more professional, etc. the higher the conversion rate. In this case I had to click the buy button in game, click Buy on the web page (again), click a "Make Payment" button (after reading text saying that it's okay that I don't use paypal, I still need to, essentially, use paypal) and then was forced to login or create an account, at which point, I stopped :(

I'm not trying to be negative as I know there are many games with far more hurdles (and far, far worse websites in general), but I wouldn't think you'd get many "impulse" buys with the way it's currently configured. I hope that helps.

-Andrew
#15
09/14/2006 (4:37 am)
gorgeous stuff and tight theme! big congrats!
Quote:During the development of this game i came to realize that even the simplest game ideas take very long if you want to it right
here here. I was shocked how long sploidz took, a simple match-3. I think every aspiring FPS/MMO/etc designer should tackle a simple/retro/clone 2d game first. I'm glad to see this lesson being further spread :)
#16
09/14/2006 (6:21 am)
Wow, didn't expect to get this much feedback :)

@Andrew, I'll defenetly check out that link. For me the business part is a bit of a learning experience, so the advice is really welcome.
And about tracking your best score. Right now this isn't a feature. I wrote it down incase I find time to make an update :)