My first game ever, Galactiblaster, is finally finished and available in the Google Play Store. I am pretty happy with how it turned out, I hope other people like it too. I do wish I would have started with something more simple, but now that it's finished, I must say, I learned a lot that I can use in the future.
Thanks to everyone who may have directly or indirectly helped me in the process.
Here's the link:
https://play.google.com/store/apps/details?id=com.clockspeedcs.galactiblaster
Comments
I would start by trying to consistently replicate the issue. Then check event listeners so they're cleaned up properly and not too early.
That is not to say that the problem is not in my code somewhere, I just wanted to give a heads-up in case there was actually a problem. By the way, the two devices that it does not work on are the Galaxy S6, and a higher-end LG (I don't remember the model).
Anyway, I did add a Continue button and that solved it for now. I will check into it more when I have time.
By the way, I was not able to download any of your games onto my tablet because it does not have GPS, and your games require it.
Mine was originally that way, but I took the ACCESS_FINE_LOCATION permission out of the manifest file. If you don't need GPS in your games, it makes them available to quite a few more devices. Just a suggestion
Just one thing... the fire button is way too small.
The other main suggestion/complaint I have received is that it is too hard. I designed the game to be that way intentionally so that users would be compelled to play more, collect more coins (or buy them), and "buy" upgrades with the coins. With every upgrade, it becomes easier to destroy enemies, which produces more coins to collect, which will allow the user to get more upgrades, which will make it easier to destroy enemies..., and the cycle continues.
I am debating on whether or not to make the game easier. On one hand, I don't want the user to become discouraged on the first level and stop playing, but on the other hand, I don't want the game to become too easy and "boring" in the higher levels.