> I am now playing it and I just can say you made an excellent job. It's very polished, so congrats. I hope you find success with it.
>
Thank you, I'm really glad you like it. Judging by the game's competition in this laser puzzle segment of Google Play I'm fairly confident it could get at least moderate success but first I have to get it in the top of a couple of searches and there's no guarantee I can achieve that. Time will tell.
You are not the first to tell me about the bolted plates so I think it's time to address the issue. In the next update I'll probably try your suggestion and also add a sound and change the model for the empty bolted plates (sort of draw an X on them). Thanks for pointing it out.
I didn't have to use Cranberry plugins. I used the Cocoon IAP, ads, native share and Facebook plugins but those aren't a walk in the park either. They tend to work in very specific ways, unlike the native ones made by Scirra. You can get the plugins here https://github.com/CocoonIO/cocoon-plugins-c2. I don't remember finding tutorials for In App Purchases but the plugins come with Construct 2 capx examples. It's not as good but you can sort of copy their code and change the variables to suit your products. The IAP system is a bit of a head-ache at first but mostly because it's slow to test.
What you need to know is that in order to test the product you must first upload the apk on Google Play (preferably as an alpha) and then add your account to the testers list so you can test buy-your products. It's also recommended to have a Restore Purchases button so that buyers who uninstall the game and later re-install it can re-activate their already-purchased products. This is only for non-consumable products, like removing ads or unlocking content. I tried to make the whole process automatic but it was kind of impossible with the Cocoon plugins so I recommend using a good ole' button. Besides, I think Apple requires one.
Also, I used Canvas as a web engine. Canvas makes you app significantly smaller than Webview and achieves higher frame-rates but has some limitations. For instance, you must not have normal text objects in your Construct project (use Sprite Font instead) or the frame-rate will drop badly.
EDIT: If you want to try Cocoon and it's plugins I recommend starting with this tutorial
. There's not a lot of them for Construct 2 games compiled with Cocoon unfortunately so every bit helps.
Thank you very much for all the information, RageByte. I will take a look to this tutorial and try again with IAP. I am totally blocked because of this.
Good luck with your game!