Finally, the ultimate weapon against boredom while waiting

  • rhacer@lemmy.world
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    21 hours ago

    Well that’s the end of me ever doing anything productive for the rest of my life.

  • MeatsOfRage@lemmy.world
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    1 day ago

    My biggest fear was arriving at the app store and seeing the word free. Glad to see there’s still people making games where you just pay and get the game.

    • st3ph3n@midwest.social
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      1 day ago

      Yeah, and this game is 100% worth the ten bucks they’re asking for. I already own it on Steam (where it cost $20 when I got back at the beginning of the year), and will happily pay another $10 to have it on my phone too.

  • Fubarberry@sopuli.xyz
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    1 day ago

    Huh, google play is refusing to sell it to me. Getting a [OR- FGEMF-20] error code regardless of payment method.

    Edit: searching I came across a reddit thread, the post is older but all the comments are people complaining about this issue with trying to buy Balatro today.

    Edit2: working now for me, about 4 hours after the game went live

    • hedgehog@ttrpg.network
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      8 hours ago

      I read that Google Play was having payment processor issues, so for anyone experiencing this in the near future - that’s probably why.

      • Fubarberry@sopuli.xyz
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        6 hours ago

        Part of what was weird is I tried paying with Google Play credit, and it wouldn’t take that either.

    • olicvb@lemmy.ca
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      5 hours ago

      maybe we can find an APK somewhere, I already own the game on steam and while steamlink works well, native app would be nice

      Edit: there’s a copy on mobilism

      • hedgehog@ttrpg.network
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        7 hours ago

        There is a project to convert the Steam app to a side-loadable mobile app (both for Android and iOS): https://github.com/blake502/balatro-mobile-maker

        I haven’t tested that out myself and I have no idea how it compares to their official mobile release, but I’m super curious about how it was implemented (it’s the first time I saw a tool that could convert a game to an iOS app), so I’ll be looking into it at some point.

        • pory@lemmy.world
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          7 hours ago

          Balatro Mobile Maker works because the game’s engine (LOVE 2D) is designed from the ground up to be multiplatform. It’s trivial to “port” compared to other engines.

          • hedgehog@ttrpg.network
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            6 hours ago

            That makes sense, and that engine and some of the other games they feature look interesting.

            Does that mean that Balatro (and presumably other LOVE 2D games) is packaged like Doom with its WAD files, where there’s an engine (a generic LOVE 2D one) that runs the game, interpreting the Lua game code, which is basically just packaged like an asset? Or is there a Balatro engine that needed to be built for each platform? I saw that BMM downloads a base IPA and an APK patcher, so I’m assuming it’s closer to the latter, but I could see it going either way.

  • SepulchravesLibrary@lemmy.world
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    1 day ago

    I’m chuffed it’s a one-time purchase. Before release I only had the option to pre-download and I was a bit fearful of inevitably sinking cash on microtransactions (despite the dev being vocally against predatory practices)

    Update: Transaction declined! They really are considerate of taking my money!

  • TaviRider@reddthat.com
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    1 day ago

    Releasing the app on the same day to the Apple App Store and Apple Arcade is a nice win for Apple Arcade.

  • CALIGVLA@lemmy.dbzer0.com
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    1 day ago

    It was kind of a bad move to not release it day one on mobile. If anything this game was made for mobile, it’s the perfect 5 minute waster.

    • MeatsOfRage@lemmy.world
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      1 day ago

      They’re a small studio with a small budget. They probably didn’t have the skills and money. The success of the game on Steam would have given them the resources to do this.