I finished Impossible C quite easily (in the first 2-3 retries) but I had to replay hard E several times just to win with 6 retries... How is that possible I do not know!!!
Just wanted to give a heads-up that I wrote a little note about our scoring in the comments for my review. To paraphrase, a 3 means the game is "good/great" and we recommend picking it up if you like these types of games. We try to keep our must haves down to a minimum (we usually only give the award to under 10 games a month). Also, remember that, while we try to stay as objective as possible, every reviewer has their own taste in games. Personally, I loved this but didn't find it fulfilling enough for our 4 rating. I recommend reading the review as I clearly show how enjoyable it was for me. Hope this clears things up. It seems to be a common misconception with our scoring system.
the review in question The review wasn't too unfair, it does awknolages there is an audiance for this game who will want it. Overall I found it a little harsh, but, I guess that is slide to plays reputation judinge on the review comments. I do have to say that it is a little frustrating to produce a game that much of the target audience can't put the game down, then have the occasional reviewer who focues on their pet peives (I'm NOT saying the slide to play review is an example of that). But, I overall, the critical response has been much better then I expected with many perfect scores, so really, I shouldn't complain at all Anyway, we're listening to peoples comments, and I am currently working on a tutorial which we hope will make the game more accessable to more casual players. There will be a bunch of new, very very short levels. A bit off topic now: I find it really facinating the pscyology behind what some games get such a unanimously positive reception like GTA4, because, mostly, I found that game really tedious, boring, anoying, frustrating, full of flaws, bad design desisions, bad camera, control issues, and rarly fun. I forced my way to play the entire way through to try to work out why everybody agrees that it is such a perfect game, but maybe I was playing the wrong game... I don't get it. (or maybe its just because I worked on a sand box driving game once my self for too long My perceptions have been warped. )
We do update our reviews, so I will definitely assess the new version when it launches =] Also, thanks for understanding. A lot of developers tend to have negative reactions to any review under a 4 (even when we say they have a good game, much like yours). I really do appreciate it.
Casual Mode We are thinking a little bit about adding a casual mode to jet car stunts for the platforming part of the game. It might be something like this: - Unlimited, or auto-refilling jet fuel. - Unlimited retrys. - Maybe a rewind button. - Either no leaderboards, or seperate leaderboards. I've even thought a little about making an on-rails casual version... but if it went that far, then what is the point of the game Does anybody have any opinions on this kind of thing? As mentioned before, we are making a tutorial at the moment to help teach people how to play... but would people think a casual mode is a good or bad idea?
I think a casual mode would actually be pretty cool, I would say don't bother with a leaderboard though, then it wouldn't be so casual And don't even bother with an on-rails version, because as you said, what's the point??
Unlimited jet fuel would definitly be great to cheat The rewind button is a great idea, and a casual mode, too, I think many people would love this Are you making a replay editing and save function, too?
Yes please! And I won't bother too much for leaderboards! I would even buy it again for such a mode if that was possible!
Maybe "walls" to keep the player from falling off the track. I'm thinking of what brake assist did to sim racers to make a game like Real Racing accesible and very fun for new players while preserving a good measure of challenge. At the harder difficulties the player has to dial down the amount of assist to achieve the needed faster times. A form of assist, brakes, walls, or something that would ease the difficulty of the controls and actual handling of the car is needed, IMHO. Unlimited fuel could also help but would do little to help a new player.
My top 5 games. 1. jet car stunts! (the best!) 2. Ravensword 3. Castle Frenzy 4. Skater nation 5. Eliminate or I Love Katamari, can't decide. Soozis is good too, but i guess it'll be my number 6 then.
Ya we do need some kinda cheats for this game.Unlimited fuel or unlimited retrys sounds like a good idea. All i manage to do is crash my car into walls and see it break into pieces. But for some weird reason i love seeing that happen.Pretty cool effect!!
I was going to suggest casual mode that in some ways is less forgiving than that, and more forgiving in others, such as one that: - Allows 50%-100% more jet fuel - Has a modified handbrake that decelerates somewhat faster when engaged. - Allows unlimited retries, but awards a 4th type of medal (yes, even casual gamers secretly want the game to explicitly recognize their small feats) for completing the track in under 50 retries. - Unlocks the higher levels more easily, but only when casual mode is engaged; players who keep it set on hardcore mode from day one won't have to worry about seeing the harder tracks before they've "earned it." - Presents very slight track alterations to the casual gamer, such as a fusing of walls at the far ends of distant platforms towards which people are boosting at high speeds, allowing them to come to a stop after many of the more difficult jumps, insteading of slipping through the cracks and falling after hitting the walls in the current version. That alteration alone could save casual players many retries. -Has checkpoints that can't shatter the car, and/or has square or circular checkpoints instead of the current trianglular ones with sharp upper angles, reducing accidental clipping. Even just making the final checkpoint less dangerous would reduces retries. There are many instances in which I finally made it to the end within X retires, only to shatter after slightly hitting the checkpoint's peak. -Has a few of the tracks assigned to difficulty tiers that are different from the ones they currently occupy. Hard E could renamed Impossible A, making it it easier for the less hardcore players to derive satisfaction from completing the other hard levels as set. The same could be done with a few of the intermediate tracks; I'm finding it harder to get any medal whatsoever in the time trial track that is a narrow circuit all around, than it was to get a silver in Hard A. -Has a new time trial mode with 3 laps. In light of the above, I think that making a casual mode too forgiving, such as making the hard tracks reachable within just a few hours of play, might cause too many of the more undisciplined gamers to get bored before JCS has really gotten them hooked on striving for the high degree of satisfaction that comes with completing the tracks in the current version. Players might for example never be motivated to master the controls, or wrongly conclude that they had consumed the official version of the game too quickly. Then again, by that time they might be irreversibly immersed in that fine world. As was the case for a game like Geodefense, players craving the challenge will leave it on one mode, and many of the rest will want to come back because there is no game quite like it.
cool list mine would be 1. cod zomibies 2. jet car stunts 3. modern combat 4. skate nation 5. gangstar
Great fudgin' game ya got here.. The gameplay feels just right, even though it's super challenging. I often find myself in awe of the wacky things that'll happen when I screw up, a streak of bad luck looks like funny outtake reel Right now I'm stuck on Impossible D. Love it. EDIT: K, take that back, stuck on Impossible E
Love the idea of the casual difficulty level. This game is great, but playing through a level 30 times can get annoying.