This game should come with a warning not to play at work or in public... I think I've said the F word more times in the last 48 hours than in my life... So addicting!
I'm glad you put the progress percentage on the dailies. I didn't know they were finite and now I have the motivation to compete them. This game is addictive.
OK I DOWNLOADED THE MOST RECENT HUILD THEN CLICKED THE GC BUTTON AND I HAD NO GAMECENTER ACCOUNT AND IT ASKED ME TO MAKE ONE. I THINK THIS JUST WIPED MY GC ACCOUNT. I had over 43,000 GC points. )':
You probably just fell in sandbox mode because the game is not released. GC handles normal and sandbox modes separately. If I remember well, going through the game center link on device, logging out then logging back in puts you back in 'normal' mode. Logging on GC on an unreleased game puts you in sandbox. Very Glad it returned!
Thanks for the good comments everyone! Here's a first proposal for objectives system. The objectives would be seen on a side tab, visible before the start of the game. If the player click the tab, the objectives are shown. 3 objectives are seen at the time and those 3 can be completed in a single game. The game will start with the following 3 objectives 1- Die before 5 points 2- Pick-up your first yellow coin 3- Die From a red enemy Then alternate between various objectives threads 4- Thread 10 5- Thread 1 6- Thread 2 7- Thread 4 8- Thread 3 9- Thread 9 etc Thread 1 Score 25 points Score 50 points Score 75 points Score 100 points Score 150 points Score 200 points Score 250 points Score 300 points Thread 2 Collect 25 coins over multiple games Collect 50 coins over multiple games Collect 100 coins over multiple games Collect 150 coins over multiple games Thread 3 Collect 5 coins in a single game Collect 10 coins in a single game Collect 20 coins in a single game Thread 4 Get a score of 25 without collecting any coin Get a score of 50 without collecting any coin Get a score of 75 without collecting any coin Get a score of 100 without collecting any coin Thread 5 Brush an enemy 10 times over multiple games Brush an enemy 25 times over multiple games Thread 6 Make 20 platforms fall over multiple games Make 50 platforms fall over multiple games Thread 7 Score over 30 twice in a row Score over 50 twice in a row Score over 100 twice in a row Thread 8 Hit the ceiling 5 times in a game Hit the ceiling 10 times in a game Hit the ceiling 20 times in a game Thread 9 Double tap platforms 5 times in a game Double tap platforms 15 times in a game Double tap platforms 30 times in a game Thread 10 Score 100 points over multiple games Score 200 points over multiple games Score 500 points over multiple games Score 1000 points over multiple games Score 2000 points over multiple games Thread 11 die between 25 and 30 points die between 55 and 60 points die between 95 and 100 points Achievements would be picked mostly among those objectives. I'll show some mockups when I have them. Looking forward your comments!
..... So that's what the sandbox meant. Haha sorry I haven't beta tested many games with GC already set up
^^ Nice --- Beat the new dailies. Game is so addictive I'm confused about something. Is the score based on points or the distance/length of your run? As it is now, I think your score should be based on far you get rather than how many points you earned (if that's how it's set up)
Thank's for clearing that up I love the set-up with the new daily levels. They're really great at getting you in that zone needed to improve in the endless mode and it's nice to be able to play a consistent level.
Like the look of the menus. It seems like they stay out of sight, off to the side, whic is cool because it maintains the minimalist style Beside the shield and freezer, some power-up ideas could be a magnet and slow motion. I think four power ups is a good amount, without cluttering the game with too much stuff Also I think the score system would work better with distinct scores for time and points.
The proposed list can be found on page 4 I think, it does include magnet among other things . Slow motion is a good idea on paper and we can try it but I'm not sure it will work since this a precision game and not quite a reflex game. Slowing down would make it easier to analyze the level but would change the distance/timing perception so it might not be that beneficial. We'll see. To be honest I'm not sure, that sounds a bit anti-minimalistic in the present context. With the introduction of in-game currency, it is true that in principle the score part could be removed from the coin. But I like the fact that there is another dimension to the score system. It sounds nice that the ability to pick them up with efficiency gets reflected in the score. It adds more high-return/risk vs safety management. Without that, one could just cruise away from coins and ignore them in order to get safer high scores. Welcoming other thoughts on this subject...
The next build is ready! This time, we've made lots of performance optimizations. Hopefully this will be enough to get rid of the nasty 'pass through platforms' bug. If you still see it, please report it. We managed to made some visual feedback modifications based on Bronxsta and Doomfan suggestions. Notably, There's now an arrow pointer to help out when we're out of screen. Progress % status has also been tweaked and moved. Hopefully the next build will be about missions and upgrades!
Played the new build a bit. Beat the new dailies and did a few endless runs The arrow indicator is perfect. Exactly how I imagined it would look, not obtrusive, and it's great how the arrow shrinks to indicate when you're descending. And having been playing for a few days now, I definitely feel like I'm improving. Haven't been able to surpass my score of 104, but I can land jumps more consistently and can judge when to let go to start falling and successfully land. The fact that I haven't beaten my highest score is why I feel time/distance and points should be separate scores. I feel like I'm going farther, but my scores don't represent that because I haven't collected as many coins. That 104 run, I remember getting lucky and collecting a lot of coins.
I understand your motivation behind that, to remove the 'lucky part' from the score. However the game is inherently based on a combination of skills and luck. A highest distance in a procedural approach also probably mean that you had a luckier display of platforms showing up in that run. That said, if people would like it, we could add another GC leaderboard related to distances only. Talking about leaderboards, perhaps a new one totalizing our top 10 scores?