Finally, the ultimate weapon against boredom while waiting

  • MeatsOfRage@lemmy.world
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    3 months 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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      3 months 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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    3 months 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

    • mozingo@lemmy.world
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      3 months ago

      Yea same issue on my end. Seems the balatro dev didn’t set up the shop properly.

    • hedgehog@ttrpg.network
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      3 months ago

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

    • olicvb@lemmy.ca
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      3 months 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

      • hedgehog@ttrpg.network
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        3 months 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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          3 months 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.

  • SepulchravesLibrary@lemmy.world
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    3 months 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!

  • rhacer@lemmy.world
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    3 months ago

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

  • TaviRider@reddthat.com
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    3 months 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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    3 months 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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      3 months 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.

      • jacksilver@lemmy.world
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        3 months ago

        I also think most people don’t see the market, it’s only got this amount of attention on phones because of the success on steam.

        A odd side note, someone was pretty clever and found a way to port the steam version to ios and Android well before the official port - https://retrohandhelds.gg/how-to-install-balatro-on-android-and-ios/. I’ll admit to having used this to play on my phone over the summer, but definitely bought it again once it hit the app store.