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Lingooh! Word Puzzle - Playable Demoversion

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Lingooh! is a Word Find Puzzle game for Windows Pc´s.
You can select between 5 languages to play (English, German, French, Spanish and Latin).
The goal is to find as much words as possible in 5minutes. For every word found you get a time bonus.
A first playable demo is available for free download on
If you want to test it, I would love to recieve some feeback. :booze:

Very professional looking svenart, well done!

Played couple times and have some thoughts about it.
Graphically it's great, overall good design, sprites, fonts, color composition and so on. I like that subtle bubble effect in menu.

Found some issues, like sometimes after finishing a word, there is a single black frame inserted - just like screen would be cleared with black color and nothing was rendered in that single frame.
And here I must go more technical. You set desired framerate to 40fps? Because that Fraps is showing to me, that's bad for two reasons, first may be not visible as this is puzzle game, but game FPS should be related to display device refresh rate, to mitigate possible ghosting, duplicated frames and other artifacts, ideal is same as monitor refresh, with higher refresh screens you can set half or 1/3 of it, so for 120hz a 60fps is ok and so on, generally 60fps is standard or use vsync. My old iGPU is used in like 25%, so don't hesitate and just push it to 60fps ;] Second aspect is, that for fluent game controls you need to check mouse/keyboad input like 60 times per second, arcade games can check more often but for most genres there is no need, and if you do it rendering loop with such target as 40fps it can cause some strange feeling, and that's maybe causing another issue that I encountered: sometimes (specially after proper finishing word when I want to fast start selecting another word) mouse click on first letter is skipped/omitted and game selects second letter, just like my move would be to fast for game to register. So best practice would be some config file that user can force desired framerate, and detach input pooling from render function, or stick to 60fps for both if your goal is html5 target, as 60fps is imposed standard for html5 apps.

Now some general tips/suggestions:
- give option to switch between fullscreen/windowed mode - either single button in game, key, or config file.
- option to change resolution, as high resolution screens or different aspect ratio devices will have some issues, but this attracts additional work, like doing proper menu system not relaying on prepared earlier background (yet they are great),
- you may use ShoeBox packing to protect graphical assets in some manner,
- maybe additional mode/variation, with different game mechanic,
- I probably had more suggestions but it's late and I forgot them :(

Good that you put it on, chance to get more interest and opinions, possible fans and ideas for the game, but what are plans for final game? Some pack of several puzzle games in one for Steam, or html free2play game on indie services or something else like mobile game with ads.
btw. that first word in english dictionary :D

thank you both for your feedback!

@ dreamerman:

Thanks for pointing that out (black frame). Indeed, I´m using limitfps 40. I will try to set it to 60 and test it again, thanks. I also think I will add a fullscreen option, even if this game was not really planned to be played in fullscreen. Maybe a setup exe or inside the game, don´t know yet.
I know about the shoebox but to be honest, never used it until now. I will try it out.
Yes, I´m indeed thinking about a few different modes, but could not decide right now. Maybe a beginner and an advanced mode. or a 50level campaign... not sure..

I would like to ask you 2 things:
Have you played the game in English or other language?
Did you think it was too easy, or too difficult (to find more than 2 letter words), or balanced?

Thing about fullscreen mode/resolution, consider that someone can play on laptop with 14'' display so it's better to have fullscreen option or for example tablets (I know that such Windows devices aren't popular but you know), and same goes for resolution, there is plenty of high resolution that just 1280x720 windowed mode without scaling would be to small. It's not matter to focus on such high resolution devices, but just let them be able to test and play your game :)

60fps is just better, and GLB is fast enough to do it on weak gpu's.

I played only in English (not native language), top score 459, but I must say that I focus more on technical aspect of games not on puzzles itself :D And it was most likely balanced, found some 5-6 letter words, most were 3-4 letters, but in general such are just easier to found, so I may say that this was balanced. Additional difficult modes may give some variation, specially with additional game mode.

Thing about additional languages, you could use font with extended ASCII (256 characters) to have some german/spanish specific letters. If you will stick to those couple languages that should be sufficient, but for other languages with specific symbols some tricks would need to be used to have all letters/symbols (as currently GLB doesn't support unicode font rendering).


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