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54.0 4.0 5.0 5.78 MB

Satisfying monster shooter

Home Page: https://ricochlime.adil.hanney.org

License: GNU Affero General Public License v3.0

Kotlin 0.05% Swift 1.12% Objective-C 0.02% Dart 73.75% CMake 7.85% C++ 10.36% C 0.59% HTML 0.73% Ruby 1.16% Inno Setup 1.06% Shell 3.14% JavaScript 0.17%
16-bit 2d android cross-platform cute flame-engine flutter game ios linux macos pixel-art pwa shooter slime web windows

ricochlime's Issues

ads: Use a neutral age screen

  • Ask user for their age/birthyear
  • Delay ad initialisation until we know the user's age
  • Pass underage flag to google_mobile_ads
  • Allow user to change their birthyear in settings

Colorblind people can not see the difference between trees

Last update changed slimes for trees. I can not differenciate them now because I am colorblind.

It is kind of related to an other accessibility issue except I don't have my screen turned in black and white so I can never see the difserence, hence the ticket.

Game Over Bypass

Hi @adil192.

First of all, thank you for a great FOSS Android game.

I noticed a bug in v1.1.0 where if you close the game after reaching the GAME OVER-screen, you will be able to replay your last shot when reopening it. This permits the user to have unlimited retries.

Not really a big deal unless you plan to implement global scoreboard :-)

Game music blocks other sounds

Hi there ✌️
I like the background music feature in v1.1.2.

But I noticed that the game seems to "block" other sound streams. 🤔

Try playing some music in another app then open the game. For me, the music app pauses playback even if the game music is turned off.

Cheers

Invisible enemies

Imagine orange enemies that you can see for the top three rows but once they enter the fourth row and below they go invisible unless hit, this will force you to try and remember their positions

(Almost) exponential game speed

Game speed increases by 0.5 times every time you tap the screen. I'd suggest increating that time by bigger factors once you hit 2.0 times speed.
Then increase by 1.0 times, then 2.0 times etc…

Option to Disable New Revert Move Icon

The revert move thing is annoying as I dont like the idea of using it and I dont want to see it on the screen. Can you make an option in settings to disable so its like it was previously.

Use Non-Linear Speedup Multiplier Values

Currently the speedup multiplier goes up by +0.5 every time you tap the screen. This is really annoying when a bullet is stuck in a nearly perfect horizontal trajectory and you need to tap ~20 times to make it come back. This is because the percent speed increase decreases as time goes on, it is a known design principle that in such situations there should be significantly finer control at lower values, and a decrease in control at higher values. I think it would be better to use a non-linear function for the speedups in this case.

I suggest the following multiplier pattern as a replacement:

As a function of n taps (in python syntax):

[1, 1.5, 2, 3, 5, 7][n%6] * (10**(n//6))

Where %6 is the remainder of division by 6 and acts as an index for the list, ** is exponentiation (^) and n//6 is devision by 6 without remainder. (6 is the length of the list and there should probably be some rounding around it)

The reason this pattern should be relatively intuitive is because it produces a fibonacci like sequence generated using currency values. In the real world all bills and coins appear in as 1, 2, 5 multiplied by 10 to some power. The sequence I suggest consists of those 3 base values and the sums of 2 adjacent values.

A problem with this pattern is that it removes the precise multiplier control that is present in the current version, nearly immediately right after the 2. I have tried thinking of alternative patterns such as 1.3^n but there is always the same problem of to fine control in beginning and an even faster loss of control right after that.

Realistically a multiplier greater than 20x shouldn't be necessary and it is best to just instantly finish the round if that happens because something went wrong. Hence it might be a better solution to just hardcode reasonable made up multipliers between 1 and 20. (eg. 1,1.5, 2, 2.5, 3, 4, 5, 6, 8, 10, 12, 15, 20)

Thanks for making the game, might be one of the best "simple / io" Open Source games for mobile.

PS: and yes I am a highschool student who had a bit to many functions thrown at him.

1.3.0/F-droid: A step backwards

I've been using 1.1.3 for months now and have been very happy with it.

Updated to 1.3.0 today and discovered that both the game play and UI were much more sluggish than 1.1.3, even with the original "fuzzy" typeface.

Not only that, the feature that allows you to restart a game by closing the app and reopening was eliminated, despite the fact that when asked about it here in December you said you wanted to keep it. I use that feature a lot to try to figure out how to come up with a finely tuned strategy to beat a very difficult level, and it makes the game much more addictive as I can oftentimes eventually find the "trick" that completes the level and that feels very satisfying to me.

So I tried to downgrade the app. (I know the latest Android versions are blocking that now but this device is only on Android 10 and that was never changed in that respect) Latest official F-droid app tries to prevent that too but you can still manually select a version. Which didn't work. Tried some other methods including a special "downgrader" tool. Didn't work either.

So I was forced to completely uninstall it, install 1.1.3 again, and now of course my high score is erased.

What a bummer.

I appreciate your efforts on this as it is one of the very few FOSS games I actually spend a significant amount of time playing. I hope you can figure out a way to make the UI/graphics work better in your subsequent versions.

Moving enemies

Imagine blue enemies that will randomly move up down left and right (for one adjacent position, like a king in chess) or stay still

Power-ups?

Maybe have blue tree things that give power-ups? I'd recommend looking through RPGs like the Binding of Isaac, Vampire Survivor, and Noita for power-up ideas?

Crossbow

Players should be able to choose to fire a single, one-shot bolt that kills everything it passes through or the regular balls

This could also be a power-up idea

add a restart button

At the Moment if you're playing a run, there Is no way to restart
This Is also if you close the app and restart

F-Droid Release Suggestions

I was looking at the new update on F-Droid and saw two images containing information about ads. I was unable to find the ad content in the F-Droid release (and I am guessing that it will not be added), so I would suggest removing those two images or modifying them by showing an F-Droid release build which does not contain this content. In addition, I thought it may be helpful to add an F-Droid banner to the README which links to that page. I appreciate your work on this game!

image
image

Explosive barrels

Maybe a red enemy or an explosive barrel that blows up and kills everything beside it

No Music/SFX

I've noticed there is no music/soundeffects yet and I would like to offer to either take a track that I have already made or making some music and soundeffects for the game - let me know if you are interested!

Sentries

Again, could be an idea, but imagine a plants vs zombies type spin where you could make sentries and defenders and battle the enemies with your own stuff

Dark mode error on Android

On android the dark mode looks like this:
Screenshot of the Play page

The background tiles are not dark but the game's backgroundColor is.

Side throws are over-powered

Angling your throw at such an angle that it hits the walls almost horizontally probably makes for the most underwhelming, yet overpowered throws in the game.

I'd suggest you nerf this possibility, by either limiting the number of bounces a bullet can make, or prevent throwing angles that are too horizontal.

Assets license violation

You can not redistribute or resale, even if modified. in the license file... Github is a redistribution...

Hyperlegible font

Currently we are using a display font which can be difficult to read for users with vision issues.
Add a setting (in a settings page) to use the Atkinson hyperlegible font for these users.

Quickly boring

The game is fun for a few rounds, but quickly gets boring… Here is a bunch of vague ideas you might want to play with:

  • More content: bigger slimes, slimes with different shapes which bounce off balls in other directions, special bullets, special terrain etc…
  • More difficulty: obstacles that move between throws, slimes that are protected on some of their sides…
  • More player input: add one-time use items before each throw or during a throw, allow to slightly alter the bullet's course once launched…

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