Give Me Fuel - Async Card Battle with Friends Give Me Fuel is constantly evolving. Your feedback is a critical part of the future of the game. In this way, we hope yo… $2.99 Buy Now Watch Media DetailsGive Me Fuel is constantly evolving. Your feedback is a critical part of the future of the game. In this way, we hope you will approach it as a work-in-progress. We’re shipping new features & improvements constantly, and we’d love to hear what you think.FEATURED BY APPLE: BEST NEW CARD/ACTION/FAMILY GAME!! Fight your friends in a strategic, turn based multiplayer card combat game you can play in seconds. Simple controls, beautiful animation - maximum fun in minimum time. Quotes from actual players:"I'm on a flight to Vegas and got wifi so I could keep playing." - marketman"This is an awesome card game app for people that are tired (of) spending all their time deck building" - Hey Disowns S"It's rare that both my wife and I get hooked on a game, but this is one of those times." - chadequateThe world burned. The coastal cities flooded. Humanity fled underground. Years later, we finally returned to the surface, in search of the one thing that we all needed: Fuel. Now we fight each other over the last scraps of the Old World. It’s a hard life, but you do what you have to to survive.* NO DEXTERITY REQUIRED: This is a game about strategy. You don’t need lightning reflexes to win.* BEAUTIFUL HAND-DRAWN ANIMATION: Plays like a card game, looks like an action game.* NO DECKBUILDING: Just jump in and play. You don’t have to spend hours micromanaging your deck or keeping up with the latest "meta"!* HAVE FUN IN LESS THAN A MINUTE: Turns are incredibly short. Stop playing any time, with no penalty. A game that fits into your busy life."...fast paced & easy for busy people!" - chesterbud228, an actual humanRequires an internet connection, and iOS 8 or later. Information Seller: Genre:Card, Role Playing Release:Apr 21, 2016 Updated:Nov 30, -0001 Version: Size:0.0 TouchArcade Rating:Unrated User Rating: (5) Your Rating:unrated Compatibility:HD Universal wonderspark Well-Known Member Jul 29, 2015 199 0 0 #2 wonderspark, Apr 21, 2016 Heh. Not sure whether I did that wrong, or whether it just takes a little time to propagate, since I'm not even sure the game is live everywhere yet. What can I say, it's been six years since the last time I posted a thread like this on TA, but I'm *super* excited to be here again. (Previously, I'd posted as "selfawaregames" - we made Taxiball back in 2009, and Fleck, which launched in 2010 but shut down in 2013.) Give Me Fuel is our first game as Wonderspark. We're a small team of 4 in Oakland, CA, and while the company is new, we've been making mobile games almost since the beginning of the App Store. GMF is an asynchronous card-battler - our goal was to make a game with a solid depth of strategy that you could pick up and play in just a minute or two. I know that's kind of a weird goal to throw out there, but the thing is, we were sick of having to choose between committing 10-20 uninterruptible minutes to a game to get solid strategy (Hearthstone, Vainglory) or be relegated to playing short time-wasters that didn't feel satisfying. I've got kids (I know, I'm old!), and with two small kids, I'd often have to end up ditching multiplayer matches, which sucks for everyone. So we wanted to make a game that fit our lives. Now, the second, *weirder* part of this is that the game, as released, is pretty rough. If you jump in, you're probably gonna be confused by something. If so, go here: http://wonderspark.co/faq, and it'll give you a (hopefully) good intro to the rules. We know there's a lot of stuff that we have to do to make the new player experience less confusing - but we're releasing it as-is because the new player experience stuff *always* takes a ton of iteration, and it always takes *real players* to help us figure out how to iron things out. The plus side is that we iterate & update *incredibly* fast, so you'll see things smooth out quickly. But here's the overall gist of the game: The main thing is range. That's the distance between you & your opponent. If you want to attack, play a Number Card as close to the range as possible. I f you want to defend, Evade by playing a Number Card as far from the current Range as possible. If you Evade, you get a one-turn "temporary shield" that will protect you depending on how far you've moved. You can also Shield Up for +6 with any Number Card. You can also play a Power Card. Those will do whatever they say they will. For more detail, check out http://wonderspark.co/faq, including some basic strategy. Thanks! Got questions? Ask away! WakenBake Well-Known Member Jan 6, 2016 85 5 8 #3 WakenBake, Apr 21, 2016 So I've been playing for awhile. I didn't use Facebook as I don't like having my picture everywhere so did I lose all my previous cards? wonderspark Well-Known Member Jul 29, 2015 199 0 0 #4 wonderspark, Apr 21, 2016 WnB - e-mail us at [email protected]. Include your serial number (go to the blue square in the upper right, and it's right below your handle) and the NEW handle from the game you want us to move the serial number to, and I think we should be able to take care of it! Thanks! WakenBake Well-Known Member Jan 6, 2016 85 5 8 #5 WakenBake, Apr 21, 2016 Hey the issue is is that I already deleted the other file and so I didn't think this would be an issue. It's no problem really. Cards come easy. But I can't get my other serial number. Unless eingy is able to see it since we are friends in game. wonderspark Well-Known Member Jul 29, 2015 199 0 0 #6 wonderspark, Apr 21, 2016 WnB - drop us a line at support anyway with your username. We can definitely find it. WakenBake Well-Known Member Jan 6, 2016 85 5 8 #7 WakenBake, Apr 22, 2016 Why is this game no where in the hot new games list? Or even the newest with comments? I gotta get this game visible so I don't see the same people everytime I start a game. wonderspark Well-Known Member Jul 29, 2015 199 0 0 #8 wonderspark, Apr 22, 2016 We launched it pretty quietly intentionally. As you know, there are parts of it that are still pretty rough - but having it live means it's way easier to get new users to it, which'll help us get the early user experience refined a lot faster. After we're able to do that, and get some polish out of the way, we'll start trying to get more and more users to it! Our strategy is to ramp up slowly. A lot of games spend a lot on "launch", but for us, we're not building the kind of game that ships & then dead a month later. Our goal is to make something that you'll hopefully have fun with for a few *years*, which means that there are things in there that we expect to evolve, improve, and add to for a very long time. Sending users to the game now is essentially sending them to the worst version of the game, because it's gonna get better almost every day. WakenBake Well-Known Member Jan 6, 2016 85 5 8 #9 WakenBake, Apr 22, 2016 I get why you guys are keeping it on the dl but why isn't it on any list on touch arcade. Most games are atleast in the newest with discussion. Just wondering is all. wonderspark Well-Known Member Jul 29, 2015 199 0 0 #10 wonderspark, Apr 22, 2016 One of the TA guys is checking it out, so hopefully we'll hear something at some point. McGuffin Well-Known Member Aug 30, 2010 54 0 0 #11 McGuffin, Apr 22, 2016 Congratulations! Gratz on the release guys! Time to spread the word far and wide wonderspark Well-Known Member Jul 29, 2015 199 0 0 #12 wonderspark, Apr 22, 2016 Thanks, McGuffin! Interestingly, though, it's not *quite* time to spread the word. The new user experience is super rough. But by having people play it, we're able to iterate toward a better solution faster, which is why we launched when we did. But sending a ton of users to the game now just means a lot will "bounce out" because the game is too confusing at the start. We've got some things for the new user experience in the pipe already, though, and will hopefully get even some stuff out tomorrow. So basically, the launch, for us, helps us make the game better. But it's not yet good enough to shout from the rooftops about because the intro is too opaque. But I think the thing that's been super positive is that for folks who've fought through that initial confusion, the response has been really great. For anyone who's up for checking it out, if the game is confusing, this will help: http://wonderspark.co/faq - basically we need to get all that info to the user *in the game*. Then we'll be ready to crank up the hype machine! But I figure TA users, more than any other place on the internet, will be the kind of people who will give a game like ours a legit shot, which is one reason we've been posting here since the beginning of the beta! wonderspark Well-Known Member Jul 29, 2015 199 0 0 #13 wonderspark, Apr 23, 2016 Most recently, we just updated the look of the Power Cards - it makes them look nicer, which is a plus, but it also makes it way more clear whether they're "Secrets" (traps & maneuvers), buffs, or one-shot use. skitch Member Nov 17, 2013 13 1 3 #14 skitch, Apr 26, 2016 I must admit, I saw this game as it was submitted to Apple for approval. Downloaded it in release and have it a spin. Was confusing as heck for the first couple of games but got a lot better. I actually cannot believe how much I am enjoying the game once I got the hang of it. Can't wait to see what comes next. wonderspark Well-Known Member Jul 29, 2015 199 0 0 #15 wonderspark, Apr 27, 2016 Awesome! Thanks for the kind words. We're working on making the game more understandable for new players, but I'm super glad you made your way through the start & are having fun! Thank you! wonderspark Well-Known Member Jul 29, 2015 199 0 0 #16 wonderspark, Apr 27, 2016 Oh, BTW - post your handles here - you can join games by searching for specific names: Hit Play -> Find New Match & scroll to the bottom to find "Search Players". My handle is "helava". WakenBake Well-Known Member Jan 6, 2016 85 5 8 #17 WakenBake, Apr 28, 2016 Is there a maintenance break or something currently? wonderspark Well-Known Member Jul 29, 2015 199 0 0 #18 wonderspark, Apr 29, 2016 There might be - if the game goes down (at this point) chances are it's only for a few minutes. Give it a shot in a bit & see if it's back, and if not, drop us a line @ [email protected]. I'd check, but I'm on a plane at the moment & only have wifi on my laptop. Also, if you've played the game & have been enjoying it, a review on the iTunes page would be a HUGE help! Thanks! wonderspark Well-Known Member Jul 29, 2015 199 0 0 #19 wonderspark, May 2, 2016 Holy cow! We just got some (minor) featuring by Apple! We're in the Best new (Card/Family/Action) game category, which will lead to our obvious new marketing text, "Just below Hearthstone, just above Magic: The Gathering!" Attached Files: Screen Shot 2016-05-02 at 2.29.16 PM.jpg File size: 188.5 KB Views: 5 wonderspark Well-Known Member Jul 29, 2015 199 0 0 #20 wonderspark, May 4, 2016 The main focus has been on making the game a bit more understandable to new users. It's been a little strange, because what we've been working towards is releasing a change, and then (hopefully) seeing a change in behavior. But the weird thing is that if you get too many changes at once, things become super unclear. So we've released some things - a new intro tutorial, a bit of a change to the flow of the early game - that we hoped would help people into the game. Usually you measure that by "Day 1 Retention" - basically just whether people come back & play the following day. But we also got this minor featuring by Apple, which is rad, but it also totally changes the numbers we should expect, because now rather than a small audience that's actively seeking us out, it's a lot of people that are randomly happening on the page, which *always* ends up with "worse" numbers. But because of this, we can't tell if the changes we've made have made a difference. Still, a bit of minor visible polish to existing players has made it in, and we've got an update in the pipe that will fix some bigger things, like optimizing battery usage, a better intro, an option to remove the "double fuel ad" boost & just always double fuel, etc. Some of the bigger changes in the short term are getting the meters to reflect the animations - rather than updating all at once after the animations have played, which everyone agrees will make what's happening WAY clearer. So! Progress. Weird progress, but progress. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 4 1 2 3 4 Next > Share This Page Tweet Your name or email address: Password: Forgot your password? Stay logged in
Heh. Not sure whether I did that wrong, or whether it just takes a little time to propagate, since I'm not even sure the game is live everywhere yet. What can I say, it's been six years since the last time I posted a thread like this on TA, but I'm *super* excited to be here again. (Previously, I'd posted as "selfawaregames" - we made Taxiball back in 2009, and Fleck, which launched in 2010 but shut down in 2013.) Give Me Fuel is our first game as Wonderspark. We're a small team of 4 in Oakland, CA, and while the company is new, we've been making mobile games almost since the beginning of the App Store. GMF is an asynchronous card-battler - our goal was to make a game with a solid depth of strategy that you could pick up and play in just a minute or two. I know that's kind of a weird goal to throw out there, but the thing is, we were sick of having to choose between committing 10-20 uninterruptible minutes to a game to get solid strategy (Hearthstone, Vainglory) or be relegated to playing short time-wasters that didn't feel satisfying. I've got kids (I know, I'm old!), and with two small kids, I'd often have to end up ditching multiplayer matches, which sucks for everyone. So we wanted to make a game that fit our lives. Now, the second, *weirder* part of this is that the game, as released, is pretty rough. If you jump in, you're probably gonna be confused by something. If so, go here: http://wonderspark.co/faq, and it'll give you a (hopefully) good intro to the rules. We know there's a lot of stuff that we have to do to make the new player experience less confusing - but we're releasing it as-is because the new player experience stuff *always* takes a ton of iteration, and it always takes *real players* to help us figure out how to iron things out. The plus side is that we iterate & update *incredibly* fast, so you'll see things smooth out quickly. But here's the overall gist of the game: The main thing is range. That's the distance between you & your opponent. If you want to attack, play a Number Card as close to the range as possible. I f you want to defend, Evade by playing a Number Card as far from the current Range as possible. If you Evade, you get a one-turn "temporary shield" that will protect you depending on how far you've moved. You can also Shield Up for +6 with any Number Card. You can also play a Power Card. Those will do whatever they say they will. For more detail, check out http://wonderspark.co/faq, including some basic strategy. Thanks! Got questions? Ask away!
So I've been playing for awhile. I didn't use Facebook as I don't like having my picture everywhere so did I lose all my previous cards?
WnB - e-mail us at [email protected]. Include your serial number (go to the blue square in the upper right, and it's right below your handle) and the NEW handle from the game you want us to move the serial number to, and I think we should be able to take care of it! Thanks!
Hey the issue is is that I already deleted the other file and so I didn't think this would be an issue. It's no problem really. Cards come easy. But I can't get my other serial number. Unless eingy is able to see it since we are friends in game.
Why is this game no where in the hot new games list? Or even the newest with comments? I gotta get this game visible so I don't see the same people everytime I start a game.
We launched it pretty quietly intentionally. As you know, there are parts of it that are still pretty rough - but having it live means it's way easier to get new users to it, which'll help us get the early user experience refined a lot faster. After we're able to do that, and get some polish out of the way, we'll start trying to get more and more users to it! Our strategy is to ramp up slowly. A lot of games spend a lot on "launch", but for us, we're not building the kind of game that ships & then dead a month later. Our goal is to make something that you'll hopefully have fun with for a few *years*, which means that there are things in there that we expect to evolve, improve, and add to for a very long time. Sending users to the game now is essentially sending them to the worst version of the game, because it's gonna get better almost every day.
I get why you guys are keeping it on the dl but why isn't it on any list on touch arcade. Most games are atleast in the newest with discussion. Just wondering is all.
Thanks, McGuffin! Interestingly, though, it's not *quite* time to spread the word. The new user experience is super rough. But by having people play it, we're able to iterate toward a better solution faster, which is why we launched when we did. But sending a ton of users to the game now just means a lot will "bounce out" because the game is too confusing at the start. We've got some things for the new user experience in the pipe already, though, and will hopefully get even some stuff out tomorrow. So basically, the launch, for us, helps us make the game better. But it's not yet good enough to shout from the rooftops about because the intro is too opaque. But I think the thing that's been super positive is that for folks who've fought through that initial confusion, the response has been really great. For anyone who's up for checking it out, if the game is confusing, this will help: http://wonderspark.co/faq - basically we need to get all that info to the user *in the game*. Then we'll be ready to crank up the hype machine! But I figure TA users, more than any other place on the internet, will be the kind of people who will give a game like ours a legit shot, which is one reason we've been posting here since the beginning of the beta!
Most recently, we just updated the look of the Power Cards - it makes them look nicer, which is a plus, but it also makes it way more clear whether they're "Secrets" (traps & maneuvers), buffs, or one-shot use.
I must admit, I saw this game as it was submitted to Apple for approval. Downloaded it in release and have it a spin. Was confusing as heck for the first couple of games but got a lot better. I actually cannot believe how much I am enjoying the game once I got the hang of it. Can't wait to see what comes next.
Awesome! Thanks for the kind words. We're working on making the game more understandable for new players, but I'm super glad you made your way through the start & are having fun! Thank you!
Oh, BTW - post your handles here - you can join games by searching for specific names: Hit Play -> Find New Match & scroll to the bottom to find "Search Players". My handle is "helava".
There might be - if the game goes down (at this point) chances are it's only for a few minutes. Give it a shot in a bit & see if it's back, and if not, drop us a line @ [email protected]. I'd check, but I'm on a plane at the moment & only have wifi on my laptop. Also, if you've played the game & have been enjoying it, a review on the iTunes page would be a HUGE help! Thanks!
Holy cow! We just got some (minor) featuring by Apple! We're in the Best new (Card/Family/Action) game category, which will lead to our obvious new marketing text, "Just below Hearthstone, just above Magic: The Gathering!"
The main focus has been on making the game a bit more understandable to new users. It's been a little strange, because what we've been working towards is releasing a change, and then (hopefully) seeing a change in behavior. But the weird thing is that if you get too many changes at once, things become super unclear. So we've released some things - a new intro tutorial, a bit of a change to the flow of the early game - that we hoped would help people into the game. Usually you measure that by "Day 1 Retention" - basically just whether people come back & play the following day. But we also got this minor featuring by Apple, which is rad, but it also totally changes the numbers we should expect, because now rather than a small audience that's actively seeking us out, it's a lot of people that are randomly happening on the page, which *always* ends up with "worse" numbers. But because of this, we can't tell if the changes we've made have made a difference. Still, a bit of minor visible polish to existing players has made it in, and we've got an update in the pipe that will fix some bigger things, like optimizing battery usage, a better intro, an option to remove the "double fuel ad" boost & just always double fuel, etc. Some of the bigger changes in the short term are getting the meters to reflect the animations - rather than updating all at once after the animations have played, which everyone agrees will make what's happening WAY clearer. So! Progress. Weird progress, but progress.