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KVinS

8
Posts
A member registered May 21, 2023

Recent community posts

!! FOR NON-COMMERCIAL USE ONLY !!

Maybe it’s still possible?

Sorry. I didn't read the answer carefully. Of course I used the Unity Asset pack.

Yes

Yes

(3 edits)

60-70% I would say. In RoughDoggy, the girl looks great (though the animation itself is still weird) but the guy jerks back and forth.

In addition to the FBX model, perhaps you should record a video of what it should look like in "reference quality"? I really don't understand the problem with the animation or my model.

Root movement has no effect on this (This is in every demo animation.)

I looked at the provided demo animations in Unity and in each of them the legs -> the whole body tremble a little. Is this how it should be?

Hello. I wanted to say that I really liked the game's art. If you worked on your Google Play page design and PR, you could get a lot more installs. Good luck!

(No need to add screenshots of the menu, the player should not wait 20 seconds of the video to see the gameplay, you need to add short challenging text to the screenshots, you need to move the player away from the left edge, the buttons also need to be moved a little, the counter at the top needs to be centered.)

(16 edits)

Hello. English is not my native language. I hope that there will be no rude phrases during the translation process. These are just my ideas and thoughts:

- If you want to develop this, it would be cool to add other types of solitaire games. Spider, for example

- Add save/load

- Add demo for android/windows

- Add namespace for import into other projects (as a mini-game)

- The settings do not allow the use of the "back" button on mobile devices

- If there is only 1 card in the deck, there is no point in turning it over.

- I read that you did this for your card sprites. However, it would be cooler for performance to generate card sprites on realtime. (Two suit icons and 1 text field)

- The update method in each Card breaks performance. One property setter is enough.

- Undoing a move does not change the parent of the cards.

- You use public fields instead of private fields and setters. Violations of OOP principles

- InvokeRepeating for timing is a dirty perversion.

- You don't need to get the component after Instantiate. You just need to do Instantiate prefab, not GO.

- It was worth using Peel for the "stack" near the deck. (And why does the Deck itself not depend on Peel ?)

- The code is full of magic numbers. You can't just change the timing of the animation as many yield returns depend on it.

- I liked the auto-moves, but I would recommend making colliders more than sprits (Perhaps it makes sense to add a hint mode that uses the same mechanics?)

- When the deck is full, we spend "movement" to collect it and "movement" to draw a card. This is weird. We pay 2 “moves” although logically it is one.

- In BackMove you need to add a Solitaire.i.canClick check so as not to break the animation.

- In the settings, you only need to serialize int to bool during saving. At all other times it should be bool.

- Top interface breaks in horizontal mode

- Can an “unsolvable” solitaire game be generated? Is there a test for this? (Deck 8, 8, 7)

I rewrote part of the code. If you want, I could send it to you.

But ideally, it would be worth doing a complete refactoring.

Thanks.