ozdy Posted December 1, 2015 Share Posted December 1, 2015 Aquatic Rescue Addictive physics puzzle coded in Haxe+Openfl.* Optimized for Desktop and Mobile* Mind twisting 30 levels (+30 mobile) with 3 stars each* Polished visuals You can try it here: HTML5, Flash, Android, IOS, WindowsPhone gaelbeltran and cdelstad 2 Quote Link to comment Share on other sites More sharing options...
rothers Posted December 1, 2015 Share Posted December 1, 2015 It looks and runs really well on my mac, it has quite a relaxing feeling to it, I like it. Quote Link to comment Share on other sites More sharing options...
cdelstad Posted December 7, 2015 Share Posted December 7, 2015 Love this game. Runs slick on Samsung Note 4.What tools did you use to create the graphics? Quote Link to comment Share on other sites More sharing options...
ozdy Posted December 7, 2015 Author Share Posted December 7, 2015 Graphics are all made in Flash and exported as .png spritesheets. Even for the Flash version Quote Link to comment Share on other sites More sharing options...
totor Posted December 8, 2015 Share Posted December 8, 2015 Nice and relaxing game! it blocks loading at around 75% on my iphone4 and completely stalls chrome on my laptop (the big oggs and the objects png) but runs like a charm with firefox on the same laptop. Maybe due to haxeflixel? Quote Link to comment Share on other sites More sharing options...
ekeimaja Posted December 9, 2015 Share Posted December 9, 2015 On Mozilla this runs smoothly. Tried just first 2 levels, so cannot say about other levels. WIll look this further later today. But please change sound for getting stars. It confuses me when collect sound and star sound is same. Quote Link to comment Share on other sites More sharing options...
Blue Infinity Posted December 10, 2015 Share Posted December 10, 2015 The star sounds didn't bother me, but what I found overwhelming is the sheer number of new gameplay elements you introduce in the beginning of the game. I mean, there must have been close to 10 new things the player has to learn during the first 5 levels. I felt like the level progression didn't form a clear continuum: first, many elements are touched very briefly, and then they are just forgotten for the next levels completely. What I would suggest is that you build "level sets" for each element, starting with the introduction to a new element and then providing progressively more difficult challenges based on that same element. Introduce a new element only after you're done with a certain element. For example, levels 1-3 could focus only on the basic mechanic, level 4-7 on a new mechanic (e.g. arrows), and then levels 8-11 on yet another new mechanic (e.g. growing and shrinking), and so forth. Aesthetically, the game is pleasant to watch and listen to, so goob job on that ozdy 1 Quote Link to comment Share on other sites More sharing options...
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