Level 10, not bad. Not good either though.
HOW DID YOU GET THAT MUCH WATER IN THE CUP? ![]()
As for the timer starting as soon as the water touches the line, I tried for a while and can’t seem to get it to work ![]()
I don’t want to just leave it as it is, but I don’t really see any other options at the moment.
Well, just have the dashed line blink when the water first touches it. If you do that, then it’s sending a message to the player. And if it works out with the timer or not, it will still be an improvement. But really, all you need to do besides the line showing a visual change is have one tip explaining to get the water to reach the line, but doesn’t have to be all the water. That’s it. Goal explained.
As for my performance, well I timed each press to be at the exact moment the swinging arm was just past left side of the small heart and to do a really short press to not release too much water. And then every time I got some water in I took a screenshot haha in case I mucked up the next press.
Maybe in your template version you could have it so that a win doesn’t automatically go to the menu. Because I would really like to look at my full cup for a while if I worked hard to do it.
I’ll look into that ![]()
I can do that in this game as well, maybe a setting of “Automatically go back to menu” or “Press back button to go back to menu”?
Currently, win, green tick appears, tween tip appears full screen, menu appears
You could have, win, green tick appears, green tick fades away and is replaced by return to menu button that is above the cup and below the water source so it doesn’t block the view of the cup.
Player then clicks menu button when they’re ready.
I realise you’re trying to remove a pain point of player having to click more buttons but I think that when the player’s win is from them building/creating something, it’s nice to look at the results.
V1.1.0 is out!
Changes:
- Removed tips & tween between scenes, as it felt very unnecessary.
- Added storage so progress will save (most of the time!)
- Added 2 new levels, 1 new cup (Lenny, L shaped cup), and 1 new mechanic (green back and forth bar)!
- New yellow level icon showing which levels you’ve completed
- Added Settings! (Click the little i shape at the top right corner of the main menu!)
Minor Changes / Bug Fixes:
- Level 10 was pushed back, and is now Level 12 due to it’s difficulty.
- Fixed bug that occurred when you replayed levels.
Bubble, feel free to try out the update and let me know what you think of the changes ![]()
Definitely better without all the tips.
I still think you need a level number label. People are going to want to say how they went on a level, or which level was most fun etc and it would be a lot easier for them if there was a label. It would be easier for me too in feedback mode.
I think the timer is working well now. But unless you have a detailed explanation which is probably not the go, I still feel like there needs to be a visual explanation of why there has to be a delay. I don’t know what that is though. I will think about this.Possibilities, have a little person with a mop appear on the floor looking up to see if there are any water drops. Sample mop person in pic below.
Level 8
I really like it because of the water scooping but for a high level there really isn’t any fail points until the end if the little cup overflowed and that’s unlikely.
Level 10 (new)
Unless one goes crazy spamming, I’d say this one also is lacking drama. It’s just a matter of keep pressing and waiting, there’s not really any chance of failing. The levels that are challenging are going to be the ones that players love.
Level 11 (new)
Is clearly going to be difficult haha, I haven’t completed it yet. I don’t know whether this is useful or not, but with this one, it’s clear when one is going to fail but you have to wait a while for the actual fail to happen. Is that good or bad, I don’t know but for a level that needs strategy, I think it’s best to fail faster. I would consider shortening the left platform to just the pink bit and getting rid of the two with the orange crosses. This way the fail fast path is in dark blue.
Over and out for me, I’m done for the night.
Okay, one last thing. When the 3 seconds passes and no water has fallen on the floor the mop person could change pose slightly and look relieved and that’s when the level complete green tick happens.
Excellent idea Bubble
Xierra
Added that to the top left corner of the screen now. ![]()
I’ve set it now so that as soon as you stop pressing, it instantly starts the 3…2…1 cooldown. I hope this doesn’t come across as me avoiding your ideas, but I think this works better then a person with a mop ![]()
The levels order isn’t exactly from easiest to hardest. Some levels later on are easy (like that one) because they have lots of mechanics that would be annoying to put at the beginning of the game, or are just there to give you a little break in between more difficult levels ![]()
Alright. I’ll take a look at designing some harder levels tomorrow and re-organizing them into a better order ![]()
Since you haven’t played this one yet, you kinda got the idea wrong ![]()
Remember that if ANY water hits the floor, all water gets deleted. On that level, you are trying to “Race the clock” to fill up the cup before any water gets down the whole path on the left. I’ve done it once but its difficulty is pretty high, and it’s one of the more strategic levels. Removing the path on the left like in your idea would make this one rival level 12 for difficulty ![]()
(P.S: For screenshots proving you beat levels, there is actually a little green checkmark that will appear in the top right corner once the big one fades away! (and when Auto Exit Level on completion is turned off))
V1.2.0 (Levels Update!)
Levels, levels, and more levels! This update has a bunch of things to do with levels ![]()
Changes:
- New CHALLENGES page with 3 challenges! These can be played in any order, but are much harder compared to normal levels! Good luck!
(Currently, the 3 challenges are 1 new level, Level 11 old version before it was nerfed, and the old level 10/12.)
- 3 new levels! (Spread out between levels and challenges)
- 1 new cup!
Smaller Changes:
- A whole bunch of levels swapped numbers, to make the game progress from easy to hard levels.
- Level 11 was nerfed, and the old version is challenge 2.
- Fixed minor bugs.
Haha, it wasn’t about the mop, it was about changing things from a dev point of view to a player point of view. From a dev perspective the delay is needed, from the player perspective it seems unnecessary.
Absolutely, although I did play it but didn’t complete it. When I was playing it, as soon as I saw water go to the left I gave up and found it annoying that I had to wait for it to land on the floor before the reset. But now I know.
Is it possible to use a small hidden object in the cup…when in collision with a ball subtract 1 from the y every fifth frame. And if the hidden objects y is less than the line you win or a few of them and take the average. Or when the ball hits the cup start a timer and log its y after 1s
For the water surface check:
a tiny object move left to right at the cup top line and a variable is subtracted by 1 every frame but if this object colliding waterdroplets add 0.05(or something like that) without “once for repeat”.So if this variable can reach 2:the level completed.(variable not counting below 0)
i feel this game fit in the “10 community winner games”!
Very good game! Maybe add some more movement to buttons to make the game more engaging. (When you hover you mouse over buttons they tween bigger.) 5 Stars! ![]()

