Ranked #796
275 Points
Mad Swipe is a fast paced matching game that will challenge your eye-to-finger coordination to the edge of madness! Swipe and match falling objects into their notch to accumulate points before time expires. Get bonus points when you perfectly switch the notch to the correct object. Get bonus points and coins when you perform chained switches.Features: Star play with 75 levels of varying difficulty. 3 Power up items. Chain switching. Endless play.
A super simple well built game! Trying to stop myself from playing coz I need to type-in this review lol. Graphics and animation are superb. The game play looks simple but it's a challenge to balance the attributes to give your hero the winning chance. The game is simple enough that a well seasoned RPG player doesn't need an in-depth tutorial. But, it doesn't mean you don't need to give it one.
Suggestions:
1) The Info button is there to give the players another window to inform the player what those attributes are for. But I think, a better way of presenting those info is by putting a help button, with question mark [ ? ] icon beside the attribute. Example;
[ ? ] HP 400
[ ? ] ARMOR 5
When the player clicks the help button, it shows what that attribute is about e.g. When the player clicks the help button beside HP, it pops up "HP - Current amount of health. Increase Vitality to increase health."
This way, players don't have to read a long info page which is really difficult to remember when I go back to the attribute window. It's a straight forward easy to remember way of giving the info.
2) Is the red negative number a critical hit? Maybe add a text saying "CRITICAL". Example; "CRITICAL -50" to show it was a critical hit.
3) Lastly, I noticed that the hero (initial one) has a slash and thrusting move. While the monster seems to have a power (slashing) move that will deliver a critical hit. Do heroes have a power move animation? If not, I think this is the best and simplest alternative to making a "special combat" system. Since you already have a Critical Chance and Damage attribute, whenever a critical hit is delivered, animate a power move for each player. This way, the combat system doesn't seem so one dimensional. You can go further by creating different kinds of power move animation for a hero and just randomize what animation to play when a critical hit is being delivered.
Hope these helps! Congrats on the game!
Thanks for playing and sending me your feedback!
1. Forcing Google sync on game launch. Usually if player wants to sign in, he can do it in game and forcing this dialog on start can scare users.
- Good point. I'll see if I can put in a signin/signout in future updates.
2. Showing Shop before level 12(when you open it) can create this gap, between earning coins early but not be able to spend them.
- The shop showcases the power ups which are unlocked after level 12 but again you have a good point. Earning coins and using them on level 12 is a gap. I'll see what I can do.
3. Though i liked the UI, i feel that it still can be better, level win screen is the first that came to my mind.
- I agree it's too basic.
1. Game name is different when you receive Google Sign-in dialog.
- Hmm, I think this is coming from the Google Play service which I need to fix. I didn't notice it until you mentioned it now.
2. It is possible to open "Tutorial" from Paused screen that causes game problems(like double dialogs etc).
In general you need to QA the dialogs for this actions, it is possible that there are more similar bugs there.
- Yeah the dialog was not QA too much, and we missed a bunch. Thanks for pointing them out!
I will definitely consider the stuffs and fix the bugs you mentioned. This great help for us! Thanks so much!