Hi there,
we just released our second game for Android, Doodle Bowling. It is a very casual bowling game with 14 cool themes...
Like our previous game Castle Warriors (Castle Warriors - 3D RTS game), we are still working on Galaxy S support (only works if you reboot your device right before playing the game, not very practical)... so for now:
Tested on:
Nexus One
HTC Droid Incredible
Motorola Droid X
HTC EVO 4G
Motorola Droid
Dell Streak
HTC Desire
Not supported:
Samsung Galaxy S (unless you have Android 2.2)
HTC Magic
HTC Wildfire
HTC Hero
ZTE Racer
MyTouch 3G Slide
Any feedback on how the game performs on your devices would be greatly appreciated. Thanks!
Device(s): Google Nexus One (Gigglebread CM7.1 RC1)
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Pretty fun game, but its a hefty 15MB! Even after install to SD theres still 9MB+ left in my phone's internal memory. Less than half of the game was installed to sdcard!
Pretty fun game, but its a hefty 15MB! Even after install to SD theres still 9MB+ left in my phone's internal memory. Less than half of the game was installed to sdcard!
was a good quick play, but agreeing with oters when ichecked the memory usage and moved it to phone to se total size was 24 mb.... thats insane for a simple game like this..
get it down to maybe 1 or 2mb on the phone and ill get it again..
Device(s): HTC Desire (2.3) - Asus Eee Pad Transformer + Dock (3.2)
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Game looks like it has potential, though I'm also not going to use up so much of my storage. Game Resort, could you look into making this game moveable to the SD card?
Do you guys have any ETA on supporting the Galaxy S line? I have no idea what all goes into the programming to support that phone, just wondered if you guys had a set date you were working toward
Game looks like it has potential, though I'm also not going to use up so much of my storage. Game Resort, could you look into making this game moveable to the SD card?
It is able to move to the SD Card. Now you've got 9MB or something on your phone. If it didn't move to your SD Card there would be 24MB on your internal memory!
That's why most people uninstall it because it still leaves alot of data on the internal memory.
Nice, I like playing it on my Desire better than on the iPod actually, there's more screen space of course, but I think it looks better. Are you thinking about introducing global/area high scores or challenges?
Thanks for all the feedback, here are a few answers...
Install size: we are aware that the game is 'on the heavy side'. The base game engine we are using (Unity) takes up 9megs, and since Android will install all native compiled code to the internal memory by default, that is what the basic footprint is. There might be room for optimization in the future, but for now we can't change it. Also, we are using 1024x1024 images for all backgrounds (in order to fit all screens). One image (compressed) is 0.5MB, so with 14 themes, you do the math... not going to fit in 1-2megs
We never really had to worry about memory on the iPhone side, so this has been an eye opener for us.
Galaxy S: we thought it would be easier, but apparently the device has some 'funky' memory management and is not freeing up enough space to run our games. Again, Unity is trying to find a workaround, but unfortunately we don't have an ETA at this point.
Global leaderboards/Challenges: on the iPhone, we implemented Facebook connect, but hardly anybody was using it. I think Openfeint has potential and should be coming to Android soon... we'll see.
To play on Galaxy S Devices: Dl and Install from market > Run> allow to force close> Uninstall> reDL and Reinstall from market and run App. It should work, as it worked for me