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Doodle Bowling (Free game by GameResort)

Hi there,
we just released our second game for Android, Doodle Bowling. It is a very casual bowling game with 14 cool themes...

Doodle_forum.jpg


Like our previous game Castle Warriors (http://androidforums.com/android-games/154859-castle-warriors-3d-rts-game.html), 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!

Doodle Bowling
by GameResort
<50 downloads, 1 ratings (5 avg)
Free
rating10.png

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Reactions: chaz_uk
The HTC Desire should be supported, but we don't have that device... it would be awesome if you could give it a try and let us know :)
thx
-marc

Well I've got to mention that it works perfectly on the HTC Desire.
Although I do find the controls to be a bit odd.

I think it would be better just to flick the ball.
But now you have to tap and hold and then flick a bit further.

Also, when you want to choose themes, scrolling through them lags quite a bit and it's not that "smooth".

And the file is quite large :p
Maybe you'll find a way to get more data to the SD card?

Hope you find this to be useful :)
Cheers

PS: I really like the game :p These "minor" issues don't bother me that much accept the controls thing :)
 
Upvote 0
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.
 
Upvote 0
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.
 
Upvote 0

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