![]() ![]() Throughout this bonus video from the Make Your Own Game series you’ll learn a faster way to make design decisions. Polishing your game is all about finding that perfect balance between minimal and simple but sleek. ![]() You’ll also learn the steps necessary to make your game publisher ready. We’ll cover several effective strategies to use when you’re adding the final touches to your app to make it appear more polished. We’ll reveal some of the late stage design decisions we made with GLTCH and provide some core tips that you can use to build your own game. In this special bonus video we’ll teach you exactly what polish is and how to properly add it to your game. ![]() Virtually every successful game is polished in one way or another. There’s one more aspect of creating games that we haven’t covered yet in this series. There’s also a really effective trick included in this lesson on creating multiple characters via duplication that will make it easy to fill up your shop with unique unlockable characters. The lesson will also teach you how to add unlock buttons to each item or character for advanced monetization later down the line. You’ll learn how to add character purchasing features to your shop, and we’ll explain the various character settings available further as well. We’ll also explore what you can put in your game shop and different ways for players to buy characters. In this video, we’re going to show you exactly how to set up and customize a coin shop. It’s also a great way to ease monetization options like in-app purchases into the mix. Players are more likely to continue playing in order to earn enough coins to purchase or unlock a new cool wacky character that may have caught their eye. The player with the highest total is the winner.Adding coin shops with unlockable characters and items can significantly improve your game’s replay value. Now, everyone counts the number of cards that they have won. The game continues as described in clockwise direction until there are just two face-down cards (one face down pair) left in the grid. Now the turn of the active player is over and the next player in clockwise direction becomes the new active player. If both cards show different illustrations and emotions, both cards are turned over again and placed face down on their position in the grid.Īs a penalty for not finding a pair, all the other players receive one card from the pile and put it under their Reference Cards (each count as 1 point). Now the turn of the active player is over, and the next player in clockwise direction becomes the new active player. If both cards show the same illustration and emotion, the player takes the pair and puts them under their Reference Card (each won card counts as 1 point at the end of the game). If the player wants to turn over a pair, they turn over two face-down cards of the grid, one after the other: first, the just lifted card and then any card of their choice. Now the active player has to decide if they want to end the turn (then the next player in a clockwise direction is the new active player), or if they want to try to turn over a pair. Then, the active player puts the lifted card back to its space in the grid, face down. The player to the left now makes the face of the emotion from the card (without words or using their hands) as well as they are able to. The active player takes one face down card of their choice from the grid and lifts it so that only the player to their left (and no one else, even themselves) can see the word and the illustration on the card. The oldest player goes first, and players take turns one after the other in a clockwise direction. The remaining cards are placed as a face-down pile to the side of the table. These 26 cards are shuffled and placed as a face-down 5x4 grid on the table. You need 13 pairs of the Emotion Cards (two of each type of card). Each player receives one Reference Card and places it face-up on the table.
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