However I now have a list of features that I can add which should make the game a much more enjoyable experience. These include tweaking the difficulty curve and making sure the user's hand does not obstruct the screen - so for this I'm lucky to have some friends who are willing test subjects. The moral of the story is live, naive user testing is a good idea. Naturally adding the most evil features, social media sharing and ads, took a disproportionate amount of time to get right.
Having looked at the numbers, it seems like getting hold of a low cost iPhone development platform might be a good move. iPhone 3GS's seem to be going for less than £40 on eBay right now.
Anyway, for now here's a screenshot of what you see when you get a game over in the app as it currently stands:
|My current highest score :D|
You may also note at the bottom right the new logo (don't steal, it is my eye-P ;)) and identity for my one man shop named after this blog.
I've been using LibGDX for this project - so far it has shown a great amount of promise and a good tradeoff between flexibility and quirks, given it can target most platforms a casual games maker would be interested in. In particular I like its abstractions for hardware accelerated graphics - although I'm finding the UI system somewhat cumbersome. (particularly in terms of skinning - some things are available in code which are not available in JSON, or at least aren't easy to find documentation for); however that does its job well, too. I would definitely recommend for rapid development work when you want to target multiple platforms.
It is surprising how much work can go into designing a relatively simple game if the concept is novel (as far as the designer knows ;)). Hopefully after the next iteration of features it will be ready enough ship and that's what I'll be posting about - and if I don't, I guess I can always just say "April Fools!"