One Minute Miner - [10,000 PLAYS ON FLOWLAB]

Thanks for the feedback @DinoDev! I actually have an update coming out soon that’s gonna fix some pretty big bugs and MAYBE add some stuff but I’m not sure yet.

As for the scroll bar, I don’t know how to do that right now and while I’m sure it’s not SUPER difficult I have no intentions really on changing the arrows.

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Just downloaded the game and remembered how awesome of a game this is. Great Job!!!

I found a few bugs, perhaps you already saw them and are working to fix:

  1. The typing sound effect is really loud, much louder than the music.
  2. If you score 30 rubies, you can fix all four columns at the same time. I assume once you leave that screen and re-enter it will reset the counts, but if you stay in the screen it allows you to upgrade everything with only enough to upgrade one.

Hope this helps…

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Thanks @Bmarzi! I’ve got the upgrade bug situated but I have noticed that the typing sound effect is really loud, especially when playing on the Apple App Store version. I would like to tone it down but oh boy would that be a lot of tedious work. Maybe I’ll pull my sleeves up and get it done but for now I have some other plans for the first update that I feel take more priority.

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Big Ol’ Update!
Here we go, gang! This is what’s been fixed and added:

Bug Fixes

  • Tutorial Screen softlock is fixed.

  • Upgrade bug that allowed you to upgrade parts of the castle with the same price has been fixed.

  • “Now What?” achievement is now attainable.

Additions

  • There is now a small event that happens after you complete the castle.

  • There is a small reward after you complete the castle.

  • The castle objects now shine when you upgrade them twice.

Thank you to everyone who reported bugs, made suggestions, and left reviews in the app store! I think I’ve covered the major bugs and with a proper ending I think I’m a lot more satisfied with the state of the game. The update is currently only on the Flowlab.io version. I’ll announce when the app store versions have been updated. Happy playing!

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Ay, I like the update! Nice work, I know updating a released game can get a bit tricky lol

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I have to check this out! :smiley: your update looks (from your post) to have fixed every issue I had with the game

edit: just realized this was from 10 days ago :I
I can’t believe I missed this when it was posted!

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:tada: WE’VE OFFICIALLY REACHED 5,000 PLAYS ON FLOWLAB! :tada:

Big fat “thank you” to everyone who’s played and supported the game! It’s come far from just some Flowjam entry. Still have some big stuff planned so be on the lookout for future announcements and updates :eyes:

Thanks again, gang!

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Congratulations Greggo! You’ve come a long way, can’t wait to see what else you have in store for us!

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Thats awesome! Maybe once D.O.M is complete you can have some competition :eyes:

Edit: I can see if this may be taken as self-advertisement, and I didn’t mean it that way. I thought I’d address it anyways though, so I don’t anger anybody

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Hey, gang!

WE’VE OFFICIALLY HIT 10,000 PLAYS ON FLOWLAB!!!

Thank you so much to everyone who’s played! This is such a big landmark to me and I’m very thankful for your support. As a small thanks, I have some images of pages from my notebook. These are some thoughts and doodles I had made in the planning phase.


(Here is my original idea along with the beginning of OMM)


(Here is where I planned out the game mechanics)


(Here is some scribbles for the UI and other bits)

Thank you all again for playing my game and I hope you keep enjoying it :blush:. Also, an update for the Apple App Store and Google Play Store versions will hopefully come out soon that adds and fixes anything the Flowlab version has. I’ll be sure to announce that when it happens.

Thanks!

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Congrats! The Flowjam was a ton of fun, and I’m glad your game got up in the winning spot! Crazy how it’s already at 10k plays!

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Hey, gang! :crown:

I’ve recently been working on a small update for OMM that cleans up a lot of the rough edges. I’ve been wanting to do this for a while because the game in its original state was held together by duck tape and a dream. Especially since the game is on app stores, I want to go back and make sure it’s a good impression for Flowlab, even if it isn’t perfect. Among other minor tweaks, here’s some of the main improvements:

  • Updated tile “hit” animation :boom:
  • 60fps :camera:
  • Updated shard animations :rock:
  • Added time tile sound effect :mantelpiece_clock:
  • Fixed achievements scroll bug :scroll:
  • Fixed sound effect bugs :loud_sound:

These are just quick little adjustments to make the game feel much more polished. That being said, if anyone knows of any bugs, glitches, or rough edges I should look into then please let me know! I believe there were some issues with the achievements although I couldn’t find any glaring issues when I replayed through the game. I’m mostly focusing on cleaning things up before I even consider adding anything new to the game, which is tough because I’ve had a bunch of ideas for a while now that I’ve been sitting on.

Thank you again to everyone who’s played and for over 30k plays on Flowlab!! :tada: :confetti_ball:

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Hey, gang! :crown:

I finally fixed a major bug with the “Now What?” achievement so hopefully it should say if you’ve beat the game now. I also finally DRASTICALLY changed the castle upgrade behaviors. They went from this mess:

To this:

I went back and did this with a lot of the behaviors in the game. It felt like opening a time capsule from 2021 with all my horrible ways of coding. I’ve also added icons for the achievements to add a little more fun to the achievements screen which is admittedly a bit dated. Maybe that’ll be in a future update but for now I’m very happy to say I’ve just about finished everything I wanted to do for this update! Again, if there’s anything I’m missing then let me know but otherwise I’ll try to ship this update out to the app stores! :pick: :crown:

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Hey, gang!

For anyone who checks out the Flowlab version of the game, you’ll find that it’ll ask you to enter a username for yourself. This is just to prepare for some future additions to the game which will require a username. This can also be separate from your Flowlab username. In the future, there will be a leaderboard which utilizes the cloud behavior, and it’s being custom made so that players on the mobile version can be on it too without a Flowlab account. Because of this, I had to make a custom username system so players could be identified without a Flowlab account and it turns out there’s a lot more too it than I initially realized. :sweat_smile:

The work is going pretty smooth though, all things considered, so I’m really excited to keep working and show off what I’ve been getting done in the future!

I know it’s not the craziest update or anything, but I was very excited to get the username system to work lol. It saves every players username into one big cloud list and keeps track of them to make sure there are no repeated usernames. Honestly, the keyboard was probably the hardest part to make because it’s all one object that spawns itself over and over to create the keyboard layout and then it assigns itself a letter value based on when it’s spawned.

Anyways, I’ll do my best to regularly update the forum as I keep working like a cat bringing home a dead rat :saluting_face:

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I love the username font I don’t know why. is it okay that i just made an ai to do all of the clicking for me? Great game 5.00000000000001 stars

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I’m glad you like the game! The font used is called “awesome” in the Flowlab editor. That being said, the game is actually 100% more fun without an ai playing for you!

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I agree. Are you going to make more levels like a different kingdom destroyed the castle or something

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For right now, I plan on expanding the main gameplay by adding new tiles and mechanics to keep each playthrough fresh and dynamic. As for long term goals to give the player, I’m working on an all-time leaderboard and a daily leaderboard that tracks how many gems you’ve collected.

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the App Store link doesn’t work

The game was taken down off the app store awhile back for reasons I honestly don’t know. That being said, it should be back up within the next few days! All of the work I’ve been doing has been to clean it up a bit to put it back on the app store.

I’ll announce it here once it’s up along with the full list of fixes/additions in the update!

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