Sweet Merge - Incremental Shop Manager (Open Beta)

Android

Hello Reddit,

We are starting the open beta of our game.

https://play.google.com/store/apps/details?id=com.rocketcolastudio.sm

https://youtu.be/IIk3eileLd8

https://i.redd.it/l9nqehesvnw11.png

Sweet Merge is not your classic merge game, there is puzzle and strategy involved.

Merge sweets, serve customers and manage your shop!

Have fun everyone and tell us what you think!

​

Also a big thanks to all our alpha testers ( a small gift is waiting for you if you continue playing! )

Posted Nov 6, 2018, 7:23 AM UTC

018
Swoolus•

Even after the tutorial I don't understand any of what is going on

6
the320x200•

Cool :)

It'd be nice if the vending machine timers continued to run while the app isn't open.

It's not really clear what upgrading the tables does. (edit: I guess it makes the customers more patient?)

Adding a checkmark or something to the sweet list when you have made a sweet of that level at least once would be nice. Give the players a reason to go for those top level ones.

When doing a challenge, it's not possible to see the sweet list in order to see what level one needs to merge to. For example, I have a challenge to merge twelve cupcakes, but unless you look at the sweet list before the challenge and see cupcakes are lvl 11, once the challenge begins unless you've memorized it from before it's hard to find out what the goal level is since if the lvl 10 number hits >11 on the first group you'll never see the target sweet on that group.

3
heruzOP•

Thanks for the feedback!

We do plan on having some timers like the vending machine tick while not in game.

Edit: upgrading tables unlocks more request slots for each order so that you can serve advanced recipes to customers.

We will definitely implement the rest of your suggestions, thank you!

3
the320x200•

When selling a lvl 33 sweet in the vending machine, "106" for the star count doesn't fit on one line so it shows "10" and "6" below it.

It's nice that the max level sweet is possible without requiring boosts. I was kind of afraid it was going to require boosts to level up the last square in order to merge the entire board, but fortunately that's not the case and players can get the max level without being required to use boosts.

2
heruzOP•

Yeap it's quite possible to get level 33 without boosters!

Thanks for the bug report.

2
bocaji•

I'm on android, and the tutorial was a little broken. On the hire a waiter , the button is just above the highlighted area, making me unable to click the button and unable to progress in the tutorial.

3
heruzOP•

Sorry about that, can you perhaps tell us your screen resolution or screen ratio ?

2
bocaji•

720x1280

2
oPaxion•

Very nice. I'll check it out.

2
toajoa•

This looks very interesting. Any plans for an iOS release in the future. I would love to try it out.

2
heruzOP•

yeap we will release an iOS version as soon as we have a stable fun version!

2
AppleAsusSceptre•

This is actually pretty unique. I like the incremental + puzzle aspect. For now, it's pretty easy, I hope it gets more difficult later.

1
the320x200•

I've tested it a few times over the span of several days to be certain, but this app despite having simple graphics burns through battery and pegs your phone to max temperature. Even more so than full 3D games with complicated visuals.

It seems either you're doing something very inefficient with the rendering or there is no FPS limiter and you're rendering at a very high fps for no practical reason.

1
heruzOP•

We had it set at 60 FPS, since it was recommended...we will drop it to 30 FPS

1
DuckFinger•

not an idle game

-14
heruzOP•

nope, it's an incremental! We do plan on adding a few idle mechanics, like some timers continue ticking while you are not playing.

9
ColinStyles•

I appreciate you making a non-idle incremental game, they're far more enjoyable than the idle versions.

2†
Xervicx•

Eh, most incremental games that are active heavy are not designed properly, so the clicking seems to be required despite being unnecessary. Active is not more enjoyable than idle. That's not even an opinion, it's just a fact that incremental games tend to be better when they're idle, as idle play is what incremental game design is best for.

A matching game is different, because it is by design meant to be fully active without relying much on idle play. It's not a classic incremental game, and is instead a matching game with an incremental spin on it. Because of this, the core of the game (the matching) will receive the most attention, and therefore will be the best part of the game, instead of being just annoying or frustrating like most active elements in incremental games.

2