After several months of hard work, our new Match 3 game is complete. The name of the game is Spooky Dwellers and it features a cool and fun mechanic. Essentially, on most of the Spooky Dwellers boards there are ghosts on the edges (the dwellers), and there are also sacred talismans that emit a light to repel those ghosts. Your goal is to destroy obstacles on the board and direct the light towards the ghosts. Of course, there are also several mini-games, such as hidden objects.
Furthermore, the game will have 2 versions: Standard, and Collector’s Edition (which includes 60 bonus levels, more mini-games and many other features). These versions will be available for Windows and, hopefully, macOS (still a work in progress). The game should be available for sale next month. We hope you like it 🙂
If you have troubles running any of the Suddenly Meow games on Windows 7 (applies for Suddenly Meow 1, Suddenly Meow 2 and Suddenly Meow 3) please verify if your system is updated. Specifically, your Windows 7 must have these updates installed:
In the Match 3 levels, notice the top right buttons. Click on “Menu”. Then, in the next window, click on “Tim’s Hideout” (it should be the last of the buttons). See Image 1.
Just complete a level. Below the victory window, you should see a button to go to the Hideout. See Image 2.
Notice that Tim’s Hideout won’t be available before it’s unlocked: after Level 4 you’ll immediately watch a story scene with Spooky talking about the Hideout. Only after watching that story scene the hideout will be unlocked and available for the rest of the game.
In Suddenly Meow 2 the way to access the Hideout is similar. And it will also be unlocked once you watch the story scene coming after Level 4.
In Suddenly Meow 1 the only way to access the Hideout is with the button below the victory window. The Hideout is unlocked after a story scene with Mary, immediately following Level 5.
After helping the fairies in Suddenly Meow 2, Tim is gearing up for a new adventure. If everything goes well, we should have a beta of Suddenly Meow 3 by the end of this month, looking forward to a May release. In this new version we’ll be adding more usability features and further Match 3 challenges! 90 new levels with plenty of Match 3 puzzles! You’ll have to put your thinking cap on!
We have spent over half a year completing a new Match 3 engine and a game using that engine. Our new game is Suddenly Meow, a Match 3 with puzzle elements, so you’re going to need your thinking hat! Suddenly Meow consists of 90 levels with progressive difficulty, varied challenges and Match 3 battles. In addition, for the first time we include in one of our games the possibility to choose between Relaxed, Timed and Limited Moves modes. Suddenly Meow is a step forward in terms of the direction we want our future games to take.
And today we have just completed the localization of Suddenly Meow into 6 additional languages (French, German, Spanish, Portuguese, Italian and Dutch). We have been really busy, and without further ado we are already in the early stages of our next Match 3. At the moment, we don’t have a new DragonScales in mind, but maybe in 2022 we might find the opportunity to develop DragonScales 8 (we already have some ideas and part of the story). So our next project will also be a Match 3 in the conventional sense, and we will use the engine we developed for Suddenly Meow, incorporating some extensions and optimizations.
May you enjoy good health and happy holidays! Here in IKIGames we’ve been working hard. Recently we completed the localization of 10th Corpse into German, French, Spanish, Dutch, Italian and Portuguese. Previously we had also localized DragonScales 7 into those languages.
Currently, we’re 100% focused on our next game, a new Match 3 in the traditional style, with puzzle elements. Hopefully, it’ll be completed in early 2021. We’re polishing our new framework, tailored at puzzle Match 3’s. We want to create a fun yet challenging game.
May you continue to stay healthy and have a happy 2021!
Spells are a new feature of DragonScales 7: A Heart of Dark Flames. You can have up to 14 spells, comprising attack, defensive and healing spells. Using a spell is really straightforward: just load the spell on any of your playable scales, place the scale on the board, and then simply make a combination which includes that scale you placed on the board (the scale with the spell.) All the spells are activated like this. Here’s a video showing the activation of a few spells in the battle of Level 1-12.
The lightning spell will be awarded just by progressing in the game. However, the other spells have to be retrieved from the question marks on the boards. They are hidden in those question marks. The Avenger’s shield, for instance, is hidden in a question mark of Level 2-6. Once you get a spell for the first time from those question marks you’ll be able to replenish it in the Store.
These are the 14 spells you can get in DragonScales 7:
Lightning: Automatically received in Level 1-9. Cast a lightning spell on the enemy currently marked as target.
Multi-lightning: Cast a lightning spell on all your enemies.
Spiky Mace: Try to kill a random enemy. It’s a cheap spell but its success depends on luck. You can improve the “luck” of this spell by rising the attribute “Luck for Killing Spells” with your Stars. “Luck for Killing Spells” also improves a bit when the Avenger levels up.
Dragon’s Claw: Kill the enemy with lowest Health Points (HP.) It always succeeds. However, it’s an expensive spell and a few enemies (the ones with the little blue crown, such as the rightmost enemy in the above image) are immune to it.
Dagger: Reduce 1/4 of the Health Points (HP) of all susceptible enemies. Again, enemies with the blue crown are immune.
Apple: Recover 30 HP of the Avenger.
Turnip: Recover 2 HP of the Avenger per each scale on the board. Therefore, it’s wise to place plenty of scales on the board before activating this spell.
Red Potion: Recover all the HP of the Avenger.
Avenger’s shield: Guard from 3 enemy attacks. It protects from direct attacks only. A few enemies have attacks that can go past this shield.
Sandglass: Extend turn. Similar to the effect you get if you rise the Rank of the Avenger’s Village. However, the extra turns you get via the Sandglass are temporal. The extra turns you get from the Village are permanent.
Berserker mask: Destroy all the scales placed on the board.
Arts filler: Fill up your arts. You have two arts: a magical rod to break a single scale, and prescience to replace your currently playable scales. Both arts charge up a bit when you make combinations. By using this spell you can entirely fill them up at once.
Hand of Power: Double the power of your next 3 attacks. This is for scales attacks only. It’s not wise to mix this Spell with the lightning or killing spells. Remember you can use the Stars you get in the boards to improve the status of the Avenger. If you improve the “Power: Basic Scales Attack”, the damage caused by your basic attacks (the ones resulting from simply forming combinations on the board) will be higher. This Spell is perfect for those players who rise “Power: Basic Scales Attack”. Furthermore, sometimes you’ll see a CRITICAL message when you attack (it depends on luck). When you get a CRITICAL you cause double the damage. As with “Luck for Killing Spells” you can also improve your rate of criticals with “Luck for Critical Attack”. Strategically speaking, rising this “luck for critical” goes well with rising “Power: Basic Scales Attack” too, and with being a frequent user of the “Hand of Power” spell. It depends on your play style. For example, you can totally forget about this spell and rely only on lightning spells.
Chains: Silence a random enemy. The silenced enemy won’t be able to attack for a while.
Localization in Unity with No Such Localization is easy and truly convenient. We used that package to localize our game 10th Corpse into several languages, and it was a straightforward process. When the time came to localize our game, we evaluated the localization options available for Unity. The canon choice, so to speak, is Unity’s own Localization package which, however, required us to update our project and also, at that time, did not have an expedited installation (it had to be installed manually.) In the long run, Unity’s Localization package is likely to become the standard and the first choice of Unity developers, but for now it’s still at the preview stage.
For 10th Corpse, however, No Such Localization was a wise choice. In fact, No Such Localization offers much more than what we really needed to localize our game, which only required localization of strings. No images and no audio had to be localized in 10th Corpse, but if your project needs that, No Such Localization easily allows for it.
What is No Such Localization?
It’s a localization package for Unity, and it comes in 2 versions: Lite and Pro. Both versions are available in the Unity Asset Store. The Pro version (paid) offers even more features, such as support for Right-To-Left (RTL) languages (Hebrew, etc.), automatic variable replacement, and translation source classes for JSON and CSV files (more about this in a while.) Even the Lite version is awesome and, as told above, it offers much more than what our game’s localization required. No Such Localization integrates naturally with the Unity editor, and requires no coding unless you want to extend its functionality. And that’s the beauty of the package: its architecture, which makes it a breeze understanding and extending its functionality.
How to work with No Such Localization?
Let’s first understand the architecture of No Such Localization. The official documentantion is here and is very good. You’ll work with 3 classes of components. The most important of these components is the LocalizationService. It’s the core of your localization, and you should have a single instance in your scenes (ideally, use DontDestroyOnLoad to have single, persistent LocalizationService object if your project comprises multiple scenes.) Just create an empty object and append a LocalizationService component. Now, in the Locales list, add the languages you want to support, e.g., English and German. There are a few attributes, but you’ll be mostly changing Current Locale. Once you complete the localization process, modifying this Current Locale will immediately switch your project’s content to the localized strings and assets corresponding to such language.
So, main component: LocalizationService. We have yet to work with other two components: ComponentLocalizer and BaseTranslationSource. LocalizationService is our core, our hub, the ruler of all the localization of your game. However, it needs to know what scene’s objects (strictly speaking, components) it has to localize, and it also needs to know where it’s going to find the content with which it will localize those objects. For instance, let’s suppose you have a Text object (again, strictly speaking, an object with a Text component) displaying a “Welcome” string. The LocalizationService can automatically localize that object, but it needs to know that such object has to be localized (that’s the responsibility of ComponentLocalizer), and it needs to know what content it will use to localize the object (that’s the responsibility of BaseTranslationSource.) You can subclass both ComponentLocalizer and BaseTranslationSource to adapt them to the requirements of your project, but No Such Localization comes with classes that will suffice for basic requirements. For instance, the package includes a TextLocalizer component.
In continuation of our example, let’s add a TextLocalizer to our Text object having the “Welcome” string. You’ll notice that the TextLocalizer component has a Phrase attribute. When localizing, you’ll have to remove string literals (e.g., “Welcome”) from your components and replace them with unique IDs. The localization components will used those unique IDs to identify the content. Place unique IDs in that Phrase attribute, e.g., welcome_text. Now we need a Translation Source with an entry for that unique ID, welcome_text. The package comes with a very basic translation source, StandaloneTranslationSource which we can recur to for a simple use case like this. Create another object, add a StandaloneTranslationSource component, and edit its Translation List attribute to add welcome_text as an entry of such list, with translations for Locale English and Locale German.
That’s all. All the components of No Such Localization will connect among them automatically, and if you go back to your LocalizationService component and change the Current Locale you’ll see your text component modifying its content accordingly. It’s like magic!
Of course, if your project is medium or large sized, working with the StandaloneTranslationSource can be tiresome and error-prone. You might want to read your content from a file (the Pro version of this component comes with translation sources for JSON and CSV files.) The wonderful thing about architecture of No Such Localization is that you can extend it as you wish (we created our own Translation Source class for 10th Corpse.) And you can also create your own ComponentLocalizer for your specialized widgets, for example. You can localize text, images, sound, etc. Further information in the official documentation. An excellent tool for localizing your Unity project!