Fun Stuff > CLIKC
I've been developing an iPhone game!
jhocking:
Oh yeah, I'm definitely making puzzles that branch out in multiple paths. Specifically, I have this written in my notes:
easy puzzles are linear sequences, harder puzzles involve splitting up the characters and elements in one part of level affecting distant parts
With the pixie in particular branching paths is pretty much forced anyway, since she can fly to areas the other characters can't reach. With the other two characters, I'll have to see how people use them during playtesting. The other two are pretty much interchangeable in their movement abilities, so I'm curious how that will turn out.
Also, this is making me curious if players these days simply have less tolerance for walking the same path with multiple characters. In Lost Vikings you had to move each character individually and it never seemed problematic, but then old games often expected players to tolerate a lot more tedium than games nowadays.
est:
Yeah, games have been dumbed down an awful lot in some ways, but in other ways they've become a lot more sophisticated due to building on past mechanics and uh, tropes, I guess? Like Hannah will start playing a game and I'll see what you need to do because it's kind of a game cliche or something. But because she hasn't played games for about a billion years she takes a little while to see the pattern.
Looking forward to mucking about with this, Joe. Are you going to do some kind of movement-logging or something with the testers?
jhocking:
--- Quote from: est on 04 Jun 2010, 00:00 ---Looking forward to mucking about with this, Joe. Are you going to do some kind of movement-logging or something with the testers?
--- End quote ---
eh, getting as technically complex as a movement-logger seems pointless to me. This isn't a psych experiment, where I want reams of data about every twitch of the player's eyes. I mostly playtest by sitting with the person and quietly observing while they play the game.
I'm glad you're interested in helping me by testing the game! It probably won't be anytime soon though; early playtesting (and this is still early) is best done in person; testing where I send the game out to distant people helps most once the game is nearly done and the only questions are general ones like "does the game crash?" and "did you enjoy certain puzzles?" and "were any levels confusing?"
est:
boooooooooooooo
jhocking:
Sorry to disappoint. If you really want a copy of the current build just to test the controls for a couple minutes then email me, but it's really not intended to be played with just yet. The level is currently designed to show off features, not be any fun to play. For example, notice how in the video there's a key right in front of the locked door? Or the floorplate is right in front of the wall it opens?
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