This app was mentioned in 12 comments, with an average of 1.75 upvotes
The dude from Doodle Jump
Doodle Jump | 4.4 rating | Free with IAP | 50,000,000+ downloads | Search manually
> Named Best of 2015 by Google Play editors! Thank you for all of your support. One of the hottest mobile games of all time! Easy to pick up and play. Wildly addictive. See for yourself why Touch ...
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Doodle Jump | 4.4 rating | Free with IAP | 50,000,000+ downloads | Search manually
> Named Best of 2015 by Google Play editors! Thank you for all of your support. One of the hottest mobile games of all time! Easy to pick up and play. Wildly addictive. See for yourself why Touch ...
|Feedback|PunyDev|Lonerzboy|
This one is pretty good
Won't you get in trouble with the Doodle Jump developers? Unless you are somehow affiliated with them?
This game has a good, solid premise -- I like the already existing mechanics a lot -- But I do think the core gameplay itself could use a few more additions, so if you don't mind I would like to make some suggestions I'd love to see in your game that could make it more exciting!
Tweaking platform falling - I love the concept that you're racing against time with platform falling, but personally, I felt like the pace was just too fast too soon, so I didn't really feel pulled back after I died once or twice. Luckily though, I think there are a few pretty simple ways to go about improving this aspect in particular for better replayability. For one, you might leave the "falling" platforms to be maybe a more uncommon type of platform, like a spiked platform I believe I saw in there (Doodle Jump comes to mind). Or, you could also add a "rumble" animation that shows the platform is about to fall before it actually does. That would alarm the players early-on and kind of poke them towards making a quick decision, while making it easier to make every platform a falling one.
Decisions - A problem I encountered is that even as the game had just started, there wasn't any scaling difficulty. I believe this an important addition to games of this style. At a basic level, two pretty common devices used for this are gradually decreasing the amount of time players have to make decisions, or increasing the decisions' complexity (if not both). So, messing with speed or complexity. For example, an old classic (and favorite of mine), Vector, had the player being chased by an assailant. If you slowed down, he got close, and if he got too close you lost. In its current state, Luna Lop does have an element of speed, which is good -- it just isn't gradually increasing or anything. That probably restricts people from being able to really get better at your game (the skill level is locked pretty high right now), which I think hurts the game overall. For the complexity part, I would suggest finding ways to use more of the scene space than a straight line through the center.
Additives (Pickups, abilities, consumables) - A complete bonus (this one is more my wishful thinking), Jetpack Joyride comes to mind. A lot of players will be okay with only a difficulty scale to keep them occupied, but I would bet having something even as primitive and simple as coins to collect and spend will open your game up to many more potential players. That kind of creative freedom would also influence your games' "flavor," since what you would add is completely up to you! Your game would feel unique and explorable, even to you as its creator.
In the end, what you create is up to you, but I'm hoping we get to see your project improve over time! Cheers :)
Maybe you mean Doodle Jump?