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Topic: Discussion on skill cieling, game flow for varying skill levels | Jump Dewds Beta

Discussion on skill cieling, game flow for varying skill levels

HomeForumsGeneral Problems/SuggestionsDiscussion on skill cieling, game flow for varying skill levels

This topic has 3 voices, contains 2 replies, and was last updated by  graveckmatt 2931 days ago.

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January 11, 2012 at 12:40 am #107

forestjohnson

I was talking to matt about game flow and we decided it would be good to try to have some discussion on how we see the game offering fun challenges or falling short for different skill level demographics.

Matt said that he thinks the first minute of gameplay is fine – its fun for him, but he thinks the long games get boring. He wanted to increase the coins’ max speed limit after 2-3 minutes of increasing in speed. The goal would be to go for the frenetic ‘trying to survive’ gameplay.

I thought the opposite – that the coins already are going faster than advanced players can go in the endgame, but that advanced players are going through the first minute without any challenges – advancing the bonus coins quickly is relatively easy, and getting it perfect doesn’t have a big incentive, so its kind of boring.

I was advocating the introduction of additional incentives to preform well targeted at advanced players. Like full combo bonuses on the combo bar if you don’t miss 1 coin, faster increasing bonus coin amounts after 3-4 bars filled, or alternate objectives like the old puzzle pieces.

I was also advocating more challenges like re-introducing the knock and stun on the meteors.

January 12, 2012 at 5:39 pm #112

chemicalpete

Some increasing speeds and ‘frenzy falling’ of coins would be fun in waves. For playing longer rounds or more advanced, things like turbulent coins (not wind, but you can’t necessarily count on them to fall in straight lines) and more environmental problems would be cool. Being hurt by meteors and other random debris would be cool.

one other thing that I thought could be added for more advanced play is lava geysers. periodically having lava or fireballs spurt up from the open ground that can’t be touched.

January 13, 2012 at 5:39 am #115

graveckmatt

Ty and I both strongly feel that meteors were just really really annoying, and we’ve had several people play early incarnations of this game and without prompt mention that they do not like hitting the meteors.

Other than that Ty and I have a few ideas on how to add a layer of challenge without making the game more complicated than it needs to be. We like the idea of advertising perfect runs of how long the player went without a coin hitting the ground and having that affect the bonus, and we also have a little revamp to the revive system that may also add a little extra challenge for those who need it. Hopefully we’ll get to the ideas and make it into the game.

There’s a lot of things we can do to ramp up the difficulty a bit for the advanced player as well without adding complexity. Forest — you seem to be pushing hard for a layer of challenge for advanced players and I don’t disagree with that general idea. However, I think if the core goal of staying alive for as long as you can is boring for advanced players then there’s no point to adding a layer of complexity. So that’s where I think we need to slightly raise the max falling speed of the coins, regenerate the ground less frequently, generate larger amounts of coins over time, and/or create more meteors. Right now if you can survive the first minute or two, it’s really easy to stay alive for stupidly long periods of time because the difficulty stops ramping up.

Turbulent coins may be fun. If we have time we’ll try that — otherwise that may be update material for a future version after release!

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