Exactly!

user_avatar Made by: GameCRAZY
developer

PROJECT DESCRIPTION

Share this project:

To play: hold the screen to move. Manipulate objects to do your bidding by waiting for them to move, but beware of the evil laser that's following you. The goal is to get to the end of the screen. There are special platforms and killer objects that will make you in rage.

March 2016: I did a lot of experimenting with Hyperpad over the last month when I figured out my "gaming errors" with Tap Haven. The game was so "unprofessional" and scattered that I cast it away and made this. I'll keep working on this: pushing, pushing, and pushing until I have a masterpiece. And trust me, I'm close... Still pushing today!

This game is all about concept, fluency, and precision. There are 24 levels completed as of now. There will be some more nifty surprises in the future.

I'm looking for feedback... Have fun! I'll update soon!

VERSION 3.0

Last Updated: September 21, 2022

Can it be? An actual update? Yeah boi, it's here!

So there isn't much new in this feature. Everything's all tidied up, and the game's been limited to just the levels. The storyline is way better, and the bugs are at a bare minumum. I'm ready to publish to the App Store...

There is this feature I included, and it lets you go to whatever level you want. It's just so you can test, but I guess it's exciting, right? On the App Store, there will also be a "feedback" feature, but you guys have the comments.

So what you waiting for? Gimme some feedback! Thanks, too!

COMMENTS

YOU MUST BE SIGNED IN TO LEAVE A COMMENT

March 24, 2018

I wanted to state one final comment, since I am creating a new polished version of this brilliant concept.

This has been a real fun journey. When I started this project I had no idea what I was doing, and in the past year or so, I have really advanced. Looking through these comments fills me with a sense of nostalgia, and I am happy that this project came so far. The newer version will be called Hold, and I plan to release it in a month or two. Timing and rage - those are the elements that make this type of game.

July 10, 2017

Woah! The game is surprisingly difficult..... And gee... How long has this been here? A year... .-.

July 10, 2017

Yeah, do you like it? Looks like you didn't get too far (Google Analytics). It also looks like you actually played it, rather than skipping around. Right?

July 10, 2017

Already a year and a half by the way... You've never seen it?

October 19, 2016

Well, here's another one of my stupid benchmarks. It's October 19, 2015, and I've done absolutely nothing the past month. :/

July 10, 2017

So much time elapsed! Thankfully, it's here, and it's ready for the App Store! Yay!

September 07, 2016

Thanks @MISFIT for liking - and being the first person to finally reach world 3. Can you tell me what you thought of the latter levels? Were they a tad slow? Hard? Were they fun?

September 07, 2016

Your welcome, @MIkpad14 ! It was sorta laggy when loading the game, but it was great! Need a little more time on W2, Lvl 2. Since it was a little hard, but got past it. It's really good :)

September 07, 2016

Great, thanks! Now you stopped at level 13... Was it simply because you got bored of the game or was level 13 too hard? Or did you have other stuff to do? I'm satisfied with the progress users have been showing so far, but I want to make it as addicting and professional as possible.

September 10, 2016

Hi, did you forget about this chain... It would really help if you would answer just the last few of my questions above...

September 10, 2016

It did start getting hard, but was able to complete it. I stopped there as I did start to get an update for my game out asap, so it would be there. And it was great!

September 10, 2016

Oh ok XD. Then, I gues that next update should mark the finish of the levels - I mean I made some changes, but I guess that's it XD.

September 06, 2016

You should add the in/out sine effect for the scrolling like I did in my scrolling example.

September 06, 2016

Also just curios, what are you going to use to build your arcade?

September 06, 2016

Thanks! Also, I have no idea XD. I don't know if you're familiar with the HTTP requesting that Hyperpad will shortly be introducing, but basically, you need to connect it to some sort of virtual server outside of Hyperpad somehow. Then, you send it commands to behave certain ways. I don't know if I'm going to have to learn real code as well, or if I'll actually have to cut it out of the game - but, I'm figuring out how to save the level creator levels to file as a code. If you're interested in that, a tutorial will be coming out shortly. I think it's absolutely fascinating the way it works XD :).

September 06, 2016

I have a game I'm working on that will have a level builder+arcade and I'm using the dynamic save to file.

September 06, 2016

Really? I think you're developing it completely different then. I guess we can compare the two once it's time XD!

September 06, 2016

Lol I didn't even know that was possible.

September 06, 2016

Are you saving all the info in one skiing of text and then use google trim text to get it?

September 06, 2016

Spell check sucks! I meant to say, are you saving all the info into one string of text and then using the trim text to get it?

September 06, 2016

Oh yes XD. Is that what you're doing?

September 06, 2016

No. Basically you have a level. It's name is level one. The level might have 10 objects. To save it you use the for each behavior. Each one will save what object it is and what it's X and y are and whatever else you need to know. So you would have a save Behavior named level one and its value could be the creator of the level. Then you would have a value named level1objecttype which would have a value of ground, which would indicate what object to spawn. Then you would have a save named level1object1xpos to set the X position. Then a save called level1object1ypos to set the y. The object 2 would be level1object2type and so on for all the objects In the level1. I don't know if this makes any sense at all. But it does work. Any way!

September 06, 2016

Lol ok. So yours is quite efficient, and not what I imagined at all - but have you experimented with deleting and moving objects yet? My editor basically has all the objects oriented at the bottom of the screen, and you get to drag and drop them onto the screen. It spawns onto another object in a different layer (which is never actually visible). When you stop touching it adds to an attribute labeled "objects." it checks whether it's in screen boundaries and if it isn't it simply deletes it. If it's then it snaps to a grid and send an X and Y broadcast message to a label called logic. Logic looks over the attribute. It has a different if behavior for numbers 1-10. Number 10 simply switches it off. Each if behavior takes the X and Y numbers and compiles them into one easily shrinkable code. It saves 1-10 in different box containers. When you move an already moved object, it sends the X and Y roots to logic. Logic checks them over with each box container to see which object it's. Then, when it receives a delete behavior or new X and Y code it sets the box container to that code. When you quit, it makes sure to compile EVERYTHING into one ridiculously long code. Then, when it loads it sends out complicated logic to break everything up and set it back to the way it was.

Battle of complexity, efficiency XD.

September 06, 2016

For deleting an object you would use the delete key that got added in the last update. When you move an object it would just save the new position over the old one.

September 06, 2016

Oh, that's so smart XD. Um, I guess my way still works...

September 06, 2016

Yeah either way works. For what I'm doing I kinda have to do it that way, otherwise it would be extremely difficult.

September 14, 2016

Hey @iTap Development how exactly did you change your username? I want to make mine GameCRAZY because I came up with a sick logo to go with it!

September 14, 2016

Yo can just email admin and they will do it....they just said they don't want people to change it all the time, so you have to ask.

September 14, 2016

Ah, ok! Thanks! Also, I haven't worked on the level saving since our crazy talk XD.

September 14, 2016

Why haven't you worked on level saving?

September 14, 2016

Just been working on other stuff. I learned how to use my Mac and how to use Keynote by Apple to create graphics. I was working on a shop for Infinite Direction, a logo, and will be working on the rating system for "Exactly!" Also been working as a collaborator in @MISFIT's Mario. Overall, a lot of other important and hectic stuff!

September 14, 2016

Ok cool!

September 16, 2016

Hey, I changed my username. I'll also be working on my banner and stuff. You already looked into that stuff for yourself a while ago XD.

September 16, 2016

Cool!

July 10, 2017

@iTap Development

Hey, do you like the new update? I had to rule out level saving, and I'll change the emojis in the next update... I'm getting ready to publish to the App Store, so if you can just play over the levels that would be great!

Also, whatever happened to your level building/saving game?

July 12, 2017

Levels are good.....I think the characters collision box should change a little....sometimes I get hit on the edge of his hair and die.

July 12, 2017

My problem is that I'm animating the character. The collision is tight for one of the animations, but it swerves for the other one. Since you can't change the collision of an object, I don't really know what to do about the matter.

July 12, 2017

Any ideas?

July 12, 2017

I would make it fit the smallest animation, so it doesn't feel unfair. Also, you could make it a box and not have it stick out for hair or face?

July 12, 2017

The box would introduce even more problems... I could shorten the animation or I could completely change it. That'll be the final thing, I guess. Thanks.

July 15, 2017

Oh, i don't remember what level saving game it was, since it was only kinda an idea at the time.....I've been busy building the interactive tutorial for hyperpad since like March, so I've had no time for other games lol.

July 15, 2017

Oh, ok. When do you think it'll come out?

July 15, 2017

I didn't actually have a game for it yet....I just worked on the concept. Right now I'm going to make some updates to some of my other games, and I'm also starting a new game, which has level type stuff, but users won't be able to make levels. I've got some ideas though for level building games.....

July 15, 2017

Sounds good.

September 03, 2016

No, I forgot to change the name! It's still "8bit", not "Exactly!" XD.

September 05, 2016

It's "Exactly!" now XD.

September 14, 2016

No!!! It's 8bit again! C'mon!

July 16, 2016

I love the game but it has emojis which I absolutely hate

July 16, 2016

Thanks! But why do you hate the emojis? I thought they were pretty cool lol.

July 16, 2016

they are cringy and are marketable. sony is even making an emoji movie. Edgy teenagers spam them and it just gets annoying!

July 16, 2016

Lol I spam them as well when I'm texting my friends. You're calling me edgy?

I'm still probably going to do an emoji system, sorry. However, next update will include a level creator and probably the rest of the levels (4 new worlds).

September 04, 2016

I think you make your own "emoji" faces instead of the apple ones. Use an app like Ke assembly or somthing....I think it would be more professional looking!

September 04, 2016

Ok, you like the new levels?

September 04, 2016

Yeah. Level 6 seems impossible to win though.

September 04, 2016

Ok! Wait... Level 6... Oh, so you didn't play any of the new levels lol... You have to wait in the level XD...

September 04, 2016

How do you play the new levels? I don't see them. And what do I wait for in the level?

September 04, 2016

You won't see anything until you beat 6 XD. You wait for the block to go down, for the right moment when you could get to the wall and get past the block. Everything is in intervals, so you have to go at the right moment.

September 04, 2016

Even when the block is out of the way, the red gets to me too soon.

September 04, 2016

It's very hard. You have to drop from the height and then start moving soon as you can. Should I make it easier? The next update should be out like tomorrow probably.

September 04, 2016

Hard , but I got it now! I think it's fine as is...maybe you could give a small hint?

September 04, 2016

Ok sure! Tell me what you think!

September 04, 2016

What I think about a hint? I'm not sure, maybe somthing about reversing direction fast?

September 04, 2016

No like... About the levels lol... Well thanks! XD

September 04, 2016

They are fun/ Dificult I think you did a good job!

September 04, 2016

Great! Lol thanks man!

September 04, 2016

😄

September 05, 2016

Well, I added the hint lol.

September 05, 2016

Great!

July 10, 2016

Just a marker for myself... Today is July 10th... I have 3 worlds done... Level creator only has editing options so far, only 5/6 objects... Nobody is seeing this... I don't think so... Well it's for me... So I know how long different stuff are taking me...

August 19, 2016

3 1/2 worlds done... Level creator still isn't working... Need to try working on achievements and level select scrolling...

September 03, 2016

New update! It's Sepetember 3, 2016, and I got 4 worlds done (all levels). Need to keep testing them, may be a little glitchy. Need to work on achievements.

June 13, 2016

Ok I played it.....I like it....and I did already "like" it!!! It's fun, I hope you add more levels!

June 13, 2016

Thanks! I'll definitely add more levels/worlds! And I'm currently working on a level creator!

June 13, 2016

Cool!!! Can't wait for it!!!

June 13, 2016

Is it named 8 bit or exactly....? You said it was exactly but he title says 8bit?

June 13, 2016

I keep changing the title to "Exactly!" It's a pure Hyperpad glitch that it's staying as "8bit."

June 13, 2016

Huh that's weird!

June 14, 2016

Yeah.... Well, I'll tell you when the next update is! Stay tuned!

June 14, 2016

Ok!!! In a few hours I should have my website finished and and update out for mystic square!

June 14, 2016

Great, I'll check that out too! :)

June 14, 2016

Well it turns out I have a little more to do yet so it will be a few days probably!

June 14, 2016

OK, just let me know when it comes out!

June 14, 2016

Ok!!!

June 14, 2016

It's done!! iSmartgames.com

June 14, 2016

Wow! I checked it out and it's pretty cool! What did you use to make it?

June 14, 2016

I used weebly! There are more things to work on on it but it's done enough for now!

June 14, 2016

Out of curiosity, did you use my game to look at it? The number of plays didn't go up lol.

June 14, 2016

No, I used the link you provided. Ok? Lol XD

June 14, 2016

Ok I was only wondering since the number of plays on my project didn't go up lol

June 15, 2016

Ok!!

June 16, 2016

the hub uses the name of your project from the hyperPad Projects screen. If you want to change it in the hub, just enter a new name when you submit your update. That should work :).

June 16, 2016

Yeah, I've tried that. I think the problem is that before it didn't work, and the second time Hamed had to upload for me because it wasn't working. I'll change it next time :) .

June 11, 2016

Great update. Feels like a new game :).

A few suggestions, ideas, and bugs:

  • On level 1, it says "Hold The" instead of hold the screen like your screen shot shows.
  • I would change the collisions slightly for the obstacles (and maybe the wall following). Shrink them by a few pixels I think this will make the game feel better.
  • Your level select screen should show that I already beat the level. Maybe even show my star rating to incentive the player to try again and do better.
  • When you finish all 6 levels, it sends you back to level 2. It should send you to level select, or something telling you there is more coming (with option to go to menu)
  • If I press "shop" from the pause menu in game, it takes me to a black scene with no way to go back other than quitting your game completely.
  • Your pause menu has an option for "More" just takes you to the level select screen. I would just get rid of this button if you don't have more right now.
  • When going to menu, or levels from pause menu maybe bring up a confirmation "Are you sure? Yes/No" type pop up. This way I don't accidentally leave the level If I've already made some progress.
  • I'd remove that first screen from level 1. With the 6 points telling you what's going on. Kind of not needed. I like the idea of using the clouds to guide the player instead.

Otherwise, awesome progress so far. Looking forward to seeing more puzzles and levels.

June 11, 2016

Woah, I'll definitely work on this! Most of these should be easy fixes, though I don't get the last one. Which 6 points are you referring to?

Next update should feature a level creator. I'll fix all these bugs, though I knew about the bug taking you back to level 2 right now. I can't thank you enough! You will NOT be disappointed!

June 12, 2016

When you start level 1, a screen shows up with a bunch of points numbered 1-6, explaining the story and what to do.

June 12, 2016

Oh, so you think I should get rid of that? Because I had an actual story planned out.

June 12, 2016

I think you should use the game it self to tell the story. Lots of text like that is often gone unread. I pretty much just skipped over it. Take mario for example (originals on NES). They never really tell you in great detail of the story. You sort of figure it out as you go along.

June 12, 2016

Ok, thanks for your insight! I'll definitely expand on that.

June 16, 2016

I tried... I'm putting just a little text and graphic in there. Does that sound okay? @murtaza

June 16, 2016

That could work.

June 16, 2016

Ok, thanks! So you think people will read it?

June 16, 2016

Not sure. Depends on how it's implemented. I personally rarely read that kind of text. But if it's not a giant wall of text, then it't could be ok.

June 17, 2016

Ok, thanks!

September 05, 2016

@Murtaza what do you think of the new update?

September 05, 2016

Only had a chance to play the first few levels. Since we're constantly deleting/reinstalling hyperpad here because of development all my save games go away. The new levels are locked up, and I don't have the patience to sit through all of them again ;)

September 05, 2016

Oh ok... That won't affect the saving in the App Store will it... If you change something in Hyperpad and it changes the project here on Hyperpad it wouldn't affect the Xcode version, right?

September 05, 2016

Not sure what you mean exactly? Each app has it's own "sandbox" where the save file is stored. If you delete the app, the sandbox (and save file) are gone too. So even in the App Store if I were to delete a game from the iPad it deletes it save game.

As for your second question (if I understand it correctly), your AppStore (Xcode) version is not connected to your hyperPad version in any way. Any change you make in hyperPad, you would then need to export again and submit to Apple again.

September 05, 2016

Oh, ok! I just got a Mac, so I'm learning this all now XD.

September 05, 2016

Say, are the tutorials you published in the manual still ok - for publishing to the App Store? Also, you could develop seperately for iPad and iPhone (the 2 resolutions), right?

September 05, 2016

Yup the publishing to the App Store tutorials are still relevant.

Yes you can developer separately for iPad and iPhone. You can create a "universal app", which uses the same game for each device, or create a device specific version. (eg. "Exactly! for iPad" and "Exactly! for iPhone"). You'd just need to duplicate the game and make sure it fits on a specific resolution. We also have a document explaining designing for different resolutions.

September 05, 2016

Ok, I read it! I didn't know it existed XD. Thanks, and now I'm all set to publishing to the App Store hopefully within 2 months XD :).

June 11, 2016

Woah! This update is fantastic! I absolutely love the new story, and the humor in the game is actually really funny XD. The game itself is based off a dream, and you can definately see that shine through! It's a very fun game, and I often found myself smiling in the last few levels as I was trying to figure them out.

I absolutely love birds, and even want to pursue Ornithology, but I don't advocate the harming of birds in this game XD. Jokes aside, I do think the game is decently paced (though, I wouldn't consider myself an expert in pacing), and it takes some time to get used to the actual gameplay. I would also recommend implementing smoother animations, and perhaps tweaking some of the graphics to further reinforce the "dream" feel. Other than that, I really can't find anything wrong with the game, and I'm generally impressed with the update! Keep it up, and I look forward to the next one!

June 11, 2016

Ok, thanks so much for the feedback! I'm glad that I finally got some feedback after like two months, though I did just update it yesterday. That being said, I still hope I get more feedback lol.

But, I'm so happy that you liked the game, too! I've been working my but off XD! So, I'll work on the dream feel (I didn't realize it was so important to the game, and the graphics. The animation I was already working on. I suck at animating so badly. That small animation took like 2 hours, and any more animation anytime soon will kill me. It'll probably just be the final (painful) touch of world 1!

June 11, 2016

I'd really appreciate feedback! Please comment what you think above! It'll really make my day, and I'll try to help you to too! Please!

May 08, 2016

I love the game! Has it been released on the App Store?

May 08, 2016

It has not. I need to work on the upcoming worlds, and I actaully changed all of the graphics, and the controls just a little bit. The new update should come out a bit after Hyperpad's update because I think they're changing the saving system.

And btw thanks!

May 09, 2016

Saving isn't part of this upcoming update. Unfortunately not enough time and we had to cut it. You can see everything part of this update here: https://trello.com/b/EmwcGN1T/road-map-and-known-bugs

Also when the change happens, it won't affect any old projects :).

May 09, 2016

Oh thanks! I was holding off, but that doesn't seem necessary anymore :D .

April 26, 2016

I doubt anybody is seeing this... But, I'm working! I'm hoping to get an update out after Hyperpad's update. I have added many stuff and redone lots and lots of things... I have many surprises planned and many special features. I'm just leaving this as a marker for myself... How long it's taking me to do certain stuff...

May 20, 2016

Another marker for myself... Man, this is taking longer than expected...

June 10, 2016

And it's out! Look at that!

March 15, 2016

It's got a lot better! I like the star rating!

The music is good to!

But something about the controls doesn't feel right... Maybe you should make it a 1 button game tap to start tap again to start.

  • the colors look pretty good

What do you think out making a swipe up to jump or something?

March 15, 2016

Thanks for the feedback! I'll definitely work on the controls, it's getting quite common that people are saying they feel wrong. As for the swiping up, I don't know. I think I'll make like special blocks and moving platforms that take you to different areas so that you can do different things... Still figuring it out lol. I've got some new music as well.

Thanks again!

March 16, 2016

Do you get used to the controls after awhile?

March 07, 2016

Pretty cool puzzle game!

I have a couple of small suggestions:

  • You should keep the play button in a consistent location. Levels 1-3 have it located on the bottom right. But then on level 4 you introduce a new button. What you should do is keep the play button in the same spot at all times. So move it to the left even for level 1-3.
  • Maybe get rid of the start button completely. Just indicate to the user to "tap" to start. Abel does something like this in Orb Smash. He shows a finger tapping icon when the game starts indicating thats how you start. You can do something like this as well. Show "Tap to Start" with a finger icon, then as soon as the ball touches the boost, show that icon again as a hint.
  • The instruction for level 1 is not very clear. First, it's written to properly (who says whilst? honestly? 😛). Make it say something like "Press start to collect the stars", though there is still a key part missing, which is the boost. The problem with the old instruction is as a player, I have no idea what the boost actually is. So you still need to come up with an instruction that covers that as well. Maybe "Press start to collect the stars.. Time it right, and get a boost" Or something along these lines.
  • I don't know if you're planning this already. But you can do an Angry birds type thing, where you are "ranked" on each level with starts. 1 star means you completed the level, barely.. But 3 stars is perfect. You can do the same thing. Make the stars sort of optional. The first levels get them hooked on wanting to get all the stars (since it's easy), but as it gets harder they can realize they don't need all the stars to progress. This will help lower the barrier of entry for your game and create some reply value. The casual people can have fun simply beating your game, but the hardcores can keep playing until they beat all your levels perfectly getting all the stars. The trick here is coming up with puzzles that make it possible to beat with out collecting all the stars, but make them wanting coming back. They have to be just barely out of grasp, not impossible to get.

Fun game though, I think you're definitely on the right track with this!

March 07, 2016

Thanks I'll definitely make sure to incorporate all of this! I have do much going on it's crazy, but I think I'm working pretty fast lol.

I'll make sure to be less formal, too. 😂😂😂 Thanks so much

March 10, 2016

It is OK, but can you please fix the empty object graphics?

March 10, 2016

Which empty object graphics are you referring too?

March 10, 2016

Oh, I'm sorry but is it a glitch? When I play, the game shows these [object] graphics.

March 10, 2016

It could have been an incomplete download. Try going to your user settings (the Gear icon in the hyperPad menu in the top right corner), then scroll to the bottom and select "Clear Project Cache"

March 10, 2016

Thank You! It worked!

March 10, 2016

Is it good now? Did I make a mistake?

March 10, 2016

Nope.

March 10, 2016

It is good now.

March 10, 2016

Ok, good. I'm working! Stay tuned!

June 11, 2016

@murtaza is this game better now? What do you think?

March 07, 2016

A lot better! Level 1-3 was basically hit play and watch, but once I got to the moving blocks I started to enjoy it. Nice work, keep it coming.

March 07, 2016

Thanks I'm about to update it. I redid all of the colors and blended in the graphics and added a loading screen that I need to work on. I'll be adding level 6 and probably some gameplay with this update. Give me... I don't know... a day probably. I might be able to get it out now, maybe! ;)

March 07, 2016

Rushed update, but I'm done lol. A bit too excited! I changed basically all the graphics and visuals as you'll see when you replay.

March 07, 2016

Much better! The colors are great. I also think this would work really well as a one button game. You could have one button be both stop and go. I got a little flustered going back and forth between the controls, so it might help. Looking forward to more!

March 07, 2016

Ok great! Thanks!

March 07, 2016

I really like where this is headed... the game play is really good, almost feels like a Rube Goldberg machine! Having a lot of different puzzle elements mixed a quirky story could definitely make this a really amazing game.

Feedback:

  • I'm not a fan of the colors. They don't flow well together. Also you shouldn't have to use a lot of colors, just a few that blend well together. If you're having trouble coming up with color schemes here is a cool curated list of color schemes that could be of use: http://www.lolcolors.com/

  • The design feels like its clashing with the shapes and thickness of the lines. Some places you're using gradients, and others you're using solid colors. For example, your main hexagon is a thin beveled shape, but your grounds have a thick solid shape. You should try to be consistent.

  • Your UI is inconsistent as well. Pretty much for the same reasons stated above.

  • Some times there are a lot of things going on in the same screen. Think of it like a movie. When you're watching a movie, your eyes are usually in the same area and the cinematographer helps direct flow your eyes to focus on the next area / scene. I would try to keep a distinct flow, where my eyes are always following the character, but be aware of whats happening in my peripherals.

  • The left thing that kills you (Evil Wall?) is jarring. Again, this could be a color thing.

  • The beginning levels are too complex, all I do is press start and it plays itself. Which is fine! The first level should probably just be a flat platform, showing that I'm racing against the evil wall. The second level should introduce the next basic element the jump circle.. be very basic. Then the third level introduce spikes... etc. Introduce one element at a time, then start putting them together to show what you can do. By the time I get the the actual game, I shouldn't be intimidated by the first piece of actual game play. I would also introduce the stop button right from level one. Level one shouldn't even have the evil wall. Imagine your player being a baby and you're teaching them how to walk.

Let me know if you're confused by anything I'll try to clear it up!

March 07, 2016

Thanks for all the feedback! I was really hoping that I'd get some nice feedback from somebody who really knows whatt hey we're doing, and I was starting to ask everyone. :)

What do you mean when you say the evil wall is jarring?

Also, when you say there's a lot on the screen, are you referring to the mix of graphics, or the actaul gameplay objects? I'm thinking of keeping levels 3, 4, and 5 and adding in a new level 1, also adding to the old level 1 and 2. That way I have 6 levels, which was what I was going to call a world anyway.

This definitely clears everything up! I'll make sure to check out that color website, and I'm going to try to get the saving system going soon after I'm done with all of this!

March 07, 2016

Also, should I keep the levels going under like the same color theme and feel for now? I'm planning to make this "world 1." A lot of things going on right now!

March 12, 2016

The colors are definitely better and making a world have the same color scheme is a really cool idea! Though the background and the Text still don't fit the style.

When I say that there is a lot going on screen, Its a mix between the moving wall, and me collecting the stars. My eyes shift left and right really fast because there are two points of focus... the moving wall AND the stars getting bigger when they're collected.

The play button also changes sides... you should always keep buttons in exactly the same place.

One thing that I would advise you to do is to watch someone play your game...ideally someone who hasn't played with it before. Watch their faces and watch where they are getting frustrated and their reaction when they solve the frustrating part. If their reaction isn't a satisfying bliss, then chances are that the puzzle was needlessly difficult. Take notes on everything they do and ask them questions afterwards. Iterate on their suggestions and see if you've fixed the problem.

March 12, 2016

Okay thanks! Now it's way more clear than it was before. I already moved the button and I'll see if I can do anything about the evil wall and the stars. I may have to come up with another sort of currency.

March 06, 2016

How did you add music

March 06, 2016

I can't figure out how to upload it

March 06, 2016

I went on my computer and left clicked on the name to save it to iCloud. Then, I downloaded the drive on my iPad, moved it to a voice recorder, and moved it from there to Hyperpad. There're some nice royalty free sites out there. I used

March 06, 2016

Sound image, sorry. I got cut off.

March 06, 2016

Ok got it, can you try out my new game bouncy ghost?

March 06, 2016

Sure, could you give me some feedback, too?

March 04, 2016

Do you guys like the graphics and the music? I'm wondering how I can expand on the graphics and whether the music fits, especially keeping in mind that it's going to get way more intense. If I decide to make more what would be some cool new graphics for new worlds that would give it a similar yet different feel?

March 04, 2016

So, you press the play button, and just watch the ball move to the right? Ok.

March 04, 2016

Well this is a very basic version. I have a lot of ideas for how to make this harder, but I wanted to see what you guys thought of it.

March 04, 2016

Ok. I do like the concept and I really think this could become a good game. Great job!

March 04, 2016

Thanks :)

June 11, 2016

@CodingPhoenixTM Is it better now? What do you think of the update?

June 11, 2016

I think it's great. :)

June 11, 2016

Ok thanks! Great to know that you like it!

March 03, 2016

You're looking for ideas?

One thing you could do is tap and hold to move platforms up and/or down.

You could have to add certain platforms and other objects into the level to lead the ball to the finish.

You could also combine the two to make an even harder and more complex game.

March 04, 2016

Thanks, I'll definitely focus on the dragging objects into the game aspect. I also have another idea how to make it harder in the future using a pause button. I actually have a lot of room to make it crazy hard. I don't know if you realized, but if that laser touches you you restart, and if you have to use the pause button that makes it that much faster and intense. Overall, this game is very early, but I published it so I can get simple and valuable feedback like this.

June 12, 2016

You like it now? I'm currently focusing on the dragging the objects into the game aspect, as it will be the heart of my level creator.

June 16, 2016

@54rush what do you think?

June 16, 2016

Sorry, haven't had a chance to respond! I like the game, but I don't see where you put the dragging objects aspect into it. Unless I'm just dumb. The game improved a lot, though! I was thinking more like if there was a gap somewhere, you'd use the objects available and drag a platform to create a bridge for your character to move across. Eventually I'd get harder than that, obviously.

June 16, 2016

Yeah, I'm going to be using the drag and drop theme with a level creator. That sound good?

June 16, 2016

Absolutely. I think it'd work great with this game. You should also add other options such as how fast the eraser/wall moves in. Amazing job so far!

June 16, 2016

Thanks! I really appreciate it!

March 03, 2016

When I press play I am at a blank scene with nothing but a background.

March 03, 2016

Same here!

March 03, 2016

@murtaza @exorcius please try again. I had a bunch of stages where I was making different decorations and you got led to this. I fixed the error.