As others have said, the best answer is “whenever you want”, though obviously sometimes you don’t know when that is! If you need a little more structure you can see what the game presents to you as all the things you can do, for instance by completing all the achievements. Remember that sometimes the final achievements are ludicrously difficult, so if you’re not enjoying it just call it a day!
Been using this since the start of the year i think and it’s been really fun! Just the right amount of activity needed, for me atleast! Thanks a lot for the awesome game, and i can’t wait for more updates!
Typically, for any game that has a campaign, I would consider completing that completing the game.
That doesn’t mean you can’t continue to have fun in endless modes or multiplayer. That’s a different orientation.
For multiplayer games, there’s no completion really. Play the tutorial? All maps once? Win once? Ranks? Endless leveling progress? All achievements? None of those really fit. There is no completion to a game without designed, completable progress. If there’s a max level, one could consider that a kind of completion. All achievements may subjectively fit too.
We have a newsletter available on the website, and also Reddit, X/Twitter, Discord and WalkScape Portal (which is our own “Reddit alternative” for the game).
It would be neat if it could pull step count logs from fitness devices and watches so it didn’t even necessarily need to be running while you’re doing your walk.
We would’ve likely implemented it already, but Google is in the process of killing Google Fit API and replacing it with Health Connect. Health Connect, as of now, is kinda terrible. So we’re waiting for Google to fix their APIs.
I’ve tried my best as indie developer to hurry them :D Last week I was at Gamescom and managed to meet with a director from Google, and asked to connect me with Health Connect team so I can tell them what’s broken and maybe have some insight on when stuff is about to get fixed.
When it comes to Apple, there’s no problem with this. But we want to release wearable support to both platform simultaneously.
Just signed up for the beta. I also have adhd and I was overweight for the majority of my life, and then in 2018-early2020, I went from 300ish to 160ish, and I felt great. Then the pandemic hit and I could no longer go on walks and runs and then I got depressed and then injured my leg permanently and now I’m back up to 235 and I fucking hate it but I can’t seem to get the will to walk again. So this game sounds like it would be really fun.
I love this game. Made the walks with my kid more fun and longer. The fact that I only have to check the game once or twice a day depending on what I am doing is perfect.
One of the things I hated about Pokemon Go was how taxing it was on the battery. It burned through my phone’s ability to hold a charge in less than a year. If your game is constantly tracking steps, I expect it’s constantly running. How does it manage power draw?
Been playing this for a couple of months and I can say that the battery drain is next to nothing in my experience. No need to keep the app open to track steps.
It gets the step count from the device itself so it does not need to be running at all times to track it. I think it just keeps track of what the number was the last time you opened it and what the number is the next time you open it and it awards you the difference.
The sensors (accelerometer, gyroscope, etc.) are anyways already running on the majority of devices, so WalkScape doesn’t really add to that. The only times it does draw power is when you boot it up and use it. But even that draws very little power - I’ve developed my own game engine on top of Flutter, which is an SDK to build apps and is very battery friendly out of the box!
Just checked ok my android (stock android running on an old One Plus Nord) and it’s about 25th on the batter usage list and only used 0.34% of batter, which is less then the app i only need to sign in to my work accounts a few times a day. So atleast in my use it’s so tiny i never even noticed it.
Battery drain is almost nothing. The game doesn’t need to be opened when you walk, and you can kill it entirely. The pedometer is anyways running on most phones regardless if you have WalkScape installed or not, so this doesn’t add battery consumption in that sense either.
For me when I just checked, it’s used less than 0.3% today which is less than most other apps I have installed. I’ve tried my best to keep this as low as possible, and we’ll probably be optimizing this even further in the future if necessary.
This is really cool! I just applied. I live in a moderate sized city, so I do walk a bit. I hope to help you out on the iOS side of things since lemmy is very android heavy.
I really think this will motivate me to walk more, as I really only walk to work and the store when necessary.
Right before I left my last job, we were looking at using Flutter to dual deploy our app so I’m excited to see it in use by an indie dev!
Thank you! And Flutter especially when it comes to game development is still in its infancy, but hopefully more devs would pick it up. It’s great for interface-heavy games, and with Flame and upcoming Flutter-GPU also viable for more art-heavy games.
Civilization is like a board game. It’s over when you hit the turn limit.
Fighting games usually do have campaigns, of a sort. It’s each character’s story line. It can be over when you beat every character or if you go through every character’s story (ie run through the main mode all the way through with each character you can play as).
Racing games also have campaigns usually, and some even have progression systems. But the campaign is just going through progressively more difficult races. They’re complete when you’ve gotten the best rank on every track and/or collected every part.
They’re all meant to be played over and over again though; often against other humans. These are also the types of games that come with a lot of options, settings and modes to facilitate playing the same game slightly differently and keep things fun. So I guess the real answer is: whenever you want. If you’re playing then because they’re fun they never have to end. If you’re playing as a completionist, it’s over when you’ve gotten all the achievements/experienced every piece of content you can access.
For Civ 6, I'd say winning each victory once. Try to do it with different civs each time too. You can set your goal as winning a game on the highest difficulty if you want, but personally I don't find that to be as interesting as the shift in gameplay necessary to win the different victories without just militarily crushing everyone else.
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