Got it. Right now I am building up velocity over several cycles before it caps. I will look at reducing the time it takes and see how that feels.
Cumulative I think is where I'm going. It would force people to "set" up drops rather than taken the easy way gliding right into the hole.
re the controls or the lag. I do get what the boys are saying, but I have just gotten used to it. I think if the lag was to be shortened or removed then sensitivity would become more important. I've noticed that once he starts to move any little twitch will is also recognized, it's only the initial lag that is the issue. Occasionally I have set myself up into a back and forth OMG sort of situation while entering a hole. I don't think it would hurt though to maybe decrease it slightly or even add a slider or a few settings. This contest has got me so addicted BTW, thanks Matt
OK... I remember putting a lot of thought into the calibration of this lil booger because I knew the sensitivity / speed / velocity would be a matter of preference... so I just lowered the amount of time it takes for Wally to traverse the min >> max velocity when the tilt exceeds the "center". Right now the acceleration depends on the degree of tilt. It gives the "feel" of moving faster and having less control, so I think I will probably need to adjust the velocity min/max ranges accordingly. He for sure reacts quicker as soon as you tilt now. Enough of that talk... the proof is in the pudding. Super, Pluto & Jason would you be willing to do some beta testing of this next week? Matt
Glad you are having fun ... plays have been a bit slow today, hopefully it will pick up this evening. MJ
Ahh Damn. I need to get rid of my iPhone 2G in a couple of weeks and get either a new 3GS or an iPod touch. AFAIK you devs are allowed to generate only a limited number of beta testers. Wouldnt want to waste it for you as most probably I`ll be changing this iPhone after the Apple Event.
Looks like some idiot scored 107.66 in hard mode for longest jump and jumped to the top Thats exactly twice as much as jason
I think he's a really nice guy... leave him alone! and as far as being twice as much as this jason guy... I think he's gonna try and fix that LOL
Agreed Jason - Sometimes the fast tilt is almost too sensitive - I acutally put it on slow tilt for just casual - not thinking play..
One more suggestion Matt. I think it`ll be a good idea to add a way to slightly speed up wally`s fall. Say a button on top which will make wally fall at twice the speed as long as you keep your finger on it That would make the game more interesting as right now it almost comes down to luck in many levels. The birds are all around you, there`s a cactus above the hole along with the electric fence, a bomb on one side and a dog on another. Theres nothing you can do to save your self in that situation. If you jump you`ll bounce off the cactus only to be caught by one of the birds. If you dont then the fence is electrified again by the time you reach down. All you can do is Watch wally die. Just lost after trying to get the 9th hole in hard mode coz of this situation. Nothing could have been done here. But had I been able to speed up the fall for a couple of seconds, I`d have completed the level. And this kind of situation arrives quite a dew times. So any thoughts if it`s a good idea or not??
I think that in any arcade type of game - luck plays a certain factor - there is the play factor that separates the men from the boys - but part of what makes arcade fun is some uncertaintly - if you could control all the various factors - (I call that a cheat) - then the game has no replay value. I agree that those situations you mentioned become frustrating - but there is a fine line from the frustrating to the teeth gnashing with the attitude to try it again. I think Matt is aiming for the try it again - and he has stated he is trying to make it appealing for a more casual user - not the hard core gamer. Unfortunately, most of the gamers that like or dislike his game will never be heard from - and we won't know the reasons - we are just the vocal few.. I think if the game is doing well, and he has good sales - I would make upgrades that that increase the appeal - like different environements, expressions, etc. But I would be careful about changing the play experience.... my $.02. I like the way it plays right now - most of my drops, holes, I can control- sometimes the electricity comes on earlier than I thought - or a stupid buzzard comes from the side on the top hole, or you get the wandering coyote and the buzzard with a cactus over the hole, surrounded by the electric death... yeah, its certain death - or oh so sweet if you luck out and somehow get it...
ya super I'd have to agree with pluto on this one. The frustration that I was feeling when I wanted to throw my phone across the room was part of Matt's devious plan I think. Things like that and having to reply make is super awarding when ya make a good run. Your idea isn't all that bad though, primarily because using the speed alternate won't help that specific situation your speaking of. By the time you get low enough to see your hole, especially when there's rocks and cacti around hitting that speed jump is gonna wipe out poor Wally. If you use it before you will most certainly mess up a lot more holes, specially since some of them are super close as it is. The issues with level 9 however can be beaten
Spoken like a true master. Oh great #1..... I could beat your score - you know, I just needed to get past 10.... SHOWOFF!!!!
You guys aren't getting my point. Neither the lag or the luck factor is my problem. I'm suggesting these coz that's what I think could help make this game better for the majority of the players who won't find much fun in frustration. Ya the unspoken casual players you are talking bout don't like such things. @Jason. I know level 9 can be beaten coz all the levels are generated randomly and most probably next time it could be a cakewalk. Too much depending on luck here. I've seen situations where an earlier level was way more difficult compared to the 15th level I played a few minutes ago. The game has the potential to get quite a bit of success but not if luck plays this big a role IMO. And having a speed up button would have helped in that specific condition as I could have saved a second and would have been inside the hole before the fence gets electrified again. No amount of skill would have been enough to complete that specufic situation.
I think I understand you INSM - I am just not so confident that I have the pulse of the gamers that like, or dislike this game... I think it is great that we all can throw out all sorts of ideas, but the dev lives or dies by their decision to act or not act... I am just reading a thread on Down To Zero - he changed his whole app around - colors, playing, etc... there was a huge thread earlier about it in the general game forum - you might remember it.. anyways - the new version is now out, and the general consesus is that everyone hates it... There are obviously a lot of people that like PC - there are things that can make the game better - maybe changing the mechanics - I have not read a lot of issues on the mechanics - most of the "negative" comments were more on different environment, power ups, that sort of thing... We will probably have a chance to check out some differnt mechanics - Matt can give us a beta and see how it plays... that is probably the best way- you might find you don't like it at all..
Well i'm not forcing Matt. Just giving my opinion. It's upto him to decide if it'll kill him or not But he has to keep improving the game to have some success in AppStore. The best we can do is tell what we think might be best for the game and make it hard for him to decide what should he do.
Trust me... nothing is more difficult than my daily self psycho analysis . You are both right, in the end it is a judgement call about what satisfies the largest group of users, and I am just starting to learn who they are. The best way to do this is different options and modes. I don't think the cost/time justification is there yet for me to incorporate much beyond what I have already stated, but there have been several things that you guys have mentioned that are gold imo. If the game shows a steady rate of growth and interest (like the plays per user that I mentioned earlier) it pushes me to keep going. I believe there is way too much "one and done" on the app store right now. Devs have dreams of making a million somehow and try to incorporate every feature under the sun thinking that equates to a great game. If it doesn't fly on 1.0, they just ditch it and move on to the next thing. I believe that steady consistent growth, dialog with players and filtering every suggestion with "does it add fun to the experience" is the only way to long term success. Or I could just make a zombie killing game ... with prairie dogs of course. Matt