Showing posts with label testing. Show all posts
Showing posts with label testing. Show all posts

New production chain added to Farm&Mine beta!

Farm&Mine's beta testing is going on. Thanks to you many bugs were fixed and interface improvements were made. Now, in v.0.5.2 the whole new production line was added. It is: Grass -> Milk -> Cheese -> Pizza (pizza will also require flour and vegetables)


Test version 0.5.2 is available on

Google Playhttps://play.google.com/store/apps/details?id=com.airapport.farm.mine.idle.ludumdare48

Itchhttps://airapport.itch.io/farm-and-mine

TestFlighthttps://testflight.apple.com/join/iIZ40BhD 

AppStore pre-registration: https://apps.apple.com/us/app/farm-and-mine-deep-idle-ld48/id1564694016

Please, play it and share your impressions and suggestions in our Discord: https://discord.gg/XfnJnQF

Beta test of Farm & Mine starts!

Farm&Mine is the farming and mining simulator combined. We originated game at the 3-day game jam in April. At that time it was only a small part of the future game, and now you can play it much more and unlock new fun mechanics and build production chains.

Android (Google Play): https://play.google.com/store/apps/details?id=com.airapport.farm.mine.idle.ludumdare48

PC (Itch): https://airapport.itch.io/farm-and-mine

Share your impressions and suggestions at our Discord: https://discord.gg/XfnJnQF



Intense 5 days pre-release testing of Steampunk Idle Spinner begins!


Friends! The first lines of code for Steampunk Idle Spinner were written 1,5 years ago. This was a very productive marathon. I spent more than 1000 hours on all the game creation aspects (and I published the entire development timelapse on Youtube). Thank you for staying with me all this time!

The game core was rewritten 3 times and I was very happy to receive so many positive beta testers' reviews, which inspired me to go on, as well as critique from the incremental genre connoisseurs, which helped me to spot and fix weak gameplay aspects and make the game better.

And I'm proud that the game facebook community has grown up to 7600 members. And the game got acknowledgement from the professionals: it took the 3rd place at Big Indie Pitch Prague, 4th place at Big Indie Pitch San Francisco, 3rd place at Big Indie Pitch Sweden and 2nd place at Indie Blast Kiev!

As the Big Indie Pitch Prague prize, my Steampunk Idle Spinner will be highlighted in PocketGamer on the 20th Dec. So, while we have a few days before the release, I'd like to ask you for a favour.

Please, download the Google Play beta or join TestFlight iOS testing and stress-test the game. If you find something strange, please, tell me and submit me the report from the ingame interface to let me recreate the situation. I've worked hard during the last 18 months and I'm ready to work even harder to provide the most polished game on the 20th.

Thank you for all your help! Have fun!


Civilizations Builder - first testing

We proudly present the first playable version of our own mobile turn-based strategy.

Civilizations Builder

Download from Google Play
Download .apk file directly
Web version (For Flash Player 23+)
Desktop version (for Windows)
Facebook group


As this is the first version, without a proper tutorial, please, read this manual carefully.

First you should develop your territory. Press the bottom-left button (with a scroll) and then the 2nd bottom button (with a shovel).

You can build:

- hunters camp (+ 1 to food, +1 to sentry)
- field (+1 to food)
- mine (+1 to labor)
- fishermen willage (+1 to food)
- obelisk (+1 to rule)

When you tap a building button, the hexes, which allow this type of building, will be highlighted. When you tap one of the hexes, the confirmation window will appear.

If you want to cancel building in progress, tap it and press (X) in the info panel.

Also right on the first move you'll need to set up territory sentry (2nd top button with a spyglass)

If you tap your city, the city panel will be open (to the right). You'll be able to build and upgrade your buildings, or launch the projects of direct labor conversion to other resources.

Buildings (from right to left):

- granary (+10% food)
- temple (+10% rule)
- housing (+2 living space)
- forge (+10% labor)
- diplo academy (more effective labor to soft power conversion)
- scouts school (more effective labor to recon conversion)

The initial labot to other resources conversion rate is 10:1, but it can be increased by building and upgrading the appropriate buildings.

Also on the city panel you'll see the city name, it's population level and living capacity.
Then there's a list of resources produced in this province.
The disaster points accumulated here. For now there are 2 disasters: hunger and overpopulation (crowd).

When hunger+crowd>10*citypopulation, then one citizen leaves the city. But if you are building a colony, the "crowd" disaster points can be spent to expedite its building.

When the colony is established, it will give you 10% of its resources. But this will create revolutionary thoughts there. To handle them you must create a diplomatic influence (top in the left column) project in your colony. Eventually you'll be able to integrate it fully into your empire.

But beware! There are 2 AI-controlled countries in the game. They micht create a diplomcy influence project in your capital. And you'll notice nothing until one day you'll see that you are someone's sattelite. To avoid this, build obelisks and upgrade the temple.

End turn button - in the bottom-right screen. corner.

You can exit to the main menu via settings (top-left button) and create another map. You can set the map type and the water percentage.

We will be happy to know your opinion and suggestions.

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