
Drag & Drop 2D mobile game development tool
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b] Keep in mind before reading my review, I've used code to make games previously and this tool might be better suited for beginners rather than more professional users. [/b] First off, you are very limited to what file formats you can use. You need to use png for sprites, which I don't really mind, but all audio files are limited to using mp3. Most game engines use ogg for music due to its higher quality with higher compression and sound effects in wav to make it load faster. Just having mp3 isn't a good thing. To clarify what I mean here is that music is very often in ogg due to it being able to compress below 128 kb/s without loosing much quality while mp3 haves issues going below 256 kb/s without loosing anything in quality. This can specially come in handy with mobile games, where you have limited storage and bandwidth and want to make your game as small as possible. It's also really clear that this engine isn't made to use with larger projects. All sprites, music and other files you are working with needs to be dumped in the root of the project folder. You can't have one folder for sprites, one for music etc. If you start to get working with larger projects, I can imagine it getting really messy. There's also no ui customization at all. I felt some UI elements were too small and I wanted to re-size it, so I can for example see the full names in the sidebar, but there's no such thing, which is annoying. This last thing is prob just me and can be good or bad depending on the user, but I felt that the editor is way too basic. There's pretty much no buttons to press or customize, no compile options etc. Again, this might be just me, since it might be good for beginners to not have a lot of the more advanced options to make you confused. So in conclusion, even though I couldn't even make a simple game in it and not having any way to code, this engine was really not for me, but might be good if you are just starting game development.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i spent about half an hour going through tutorials and it seems like a cute little app maker. It's very basic, that's fine - my review is only negative because their export terms and condition require you to either pay $199 per game, or publish through them and split profits 50/50. It just felt very tacky and scammy that they don't really say this anywhere, and there isn't much information on what 'publishing through them' means. So. I'm out! Someone please tell me i'm wrong. ha.
It will teach you basic drag and drop game creation. Doesn't appear to be very in-depth, but you can certainly design a small free app to show off to your friends. The tutorials will teach you to make a flappy-bird clone in about 20 minutes start to finish. Very simple to use, however it is very basic and limited in what you can import and end up with. 2D games exclusively, but it supports both landscape and portrait type games. I would recommend this to anyone who's interested in sampling what app developement is like but doesn't want to commit to learning programming.
It's a nice little free builder, but unfortunately they want you to spend $199 to download every game you make, and if you want them to host the game they want you to split the ad revenue. Not for me. I'd rather pay for an engine and earn my own revenue thank you very much. Spent 40 mins on this before looking into how to download games.. It would be fantastic if there was a paid version of this app to create and download your own .apk's. I honestly wouldn't mind paying (if the price was right). Hopefully the team will consider this in future versions.
After wasting over 2 and a half hours trying to get their 'easy mechnics' system to actually work, I found out that I can't publish my game myself and that they ask a rather outragious amount of money PER game for an App Maker whos own "coding" system barely works and when it does, makes for a sub-par, "Cheap" feeling game, even when you get reletively complex in their "coding", because half of what you impliment via there "code" doesn't work at all. And forget testing your game on the PC before upload, because you still need the GameLooper App off the Play store, which still asks for cash, just to test the game... Overall, given all the Makers I've tried, this one should get a 0.002 Star out of 10 for shady business practices and scam-like sneak tactics to rip off people.
I graduated with a Degree in Game Design a few years back, but now program software. As a hobby, I am teaching kids how to make games, using GameMaker and hopefully advancing to UDK/Unity. This is awesome, very simple to use and understand. Easy to to teach kids since you can literally create a game in under an hour. Not to mention, they can play it on their phones. As a hobbyist, and even when I was getting my degree, this would have been a God send for quick prototyping. There was a review I read from someone who said this was not for an experienced developer. I don't know what experience they have, but it sure is nice to be able to hand someone your phone during a pitch and say "... and here is something we threw together to show how 'x' mechanic will work. Now will you front the money for this?" Or when you are brainstorming and want to try something out. Don't get me wrong, as we move away from the flappy-bird hype, this will not produce AAA games. But, one of the first lessons I learned in college was, sometimes the best creations come from having limited resources. For anyone interested in learning game design or any designers looking for a quick prototyper this definitely looks promising. --Very much like Scratch for any Pi users.
No longer works, website is shut down. Forums haven't been active since Dec 2016. Good thing it's free otherwise you'd be SOL.
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This review is being written while Gamelooper is in its 0.1.3 version: So, here is the thing. After working with engines such as Source or Unreal, I found Gamelooper being extremely easy to use. The learning curve is perfect if you follow the tutorials (DO NOT SKIP THEM). Whenever you are done re-creating at least 2 or 3 of the games in the tutorials, then you're ready to make your owns. The interface is pretty ugly at this point, but is functional. The best part is how easy is to synchronize your project in your phone through Dropbox. That has been the best selling point of this editor to me. Save a change on PC, wait a couple of seconds to synch Dropbox, tap your project on your phone... PLAY. There are still many features that are buggy or just missing, but the DEVs are eager to solve them and they usually provide really good support to the users. SEND THEM BUGS. Don't just complaint about the editor. They need our help! At this point you can create some fairly simple games, but if you intend to sell them, then I suggest you to work hand in hand with the devs in order to improve Gamelooper. This is an awesome opportunity to create something great, so listen to me: give it a chance if you don't know how to code and you want to make mobile games. :)
No news since 2016. Cash grab? Beware. There are easier ways to make a game that are far cheaper. Considering the issues Turkey is having right now it may be a case of political turmoil more than bad devs. Hope you all update again and get your social media going because this was promising. Sometimes I wonder if these small game making companies aren't sabotaged. Note how there were lots of great game makers that all got destroyed by corporations changing the models, pricing, etc. With that said, RPG Maker, Unity, and Unreal are the best makers that are reliable, having a history of years of success.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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