Blog feedback #6

Hi August! Great post!

I really liked your setting when I tested your game. It is very refreshing to see something that isn’t Japanese folklore, like many of the others did for their Umibozu games (myself included).

It’s very sad to hear that you had so much trouble with bugs in your game, especially game breaking ones. Collision can be tricky to program and is often the source of a lot of frustration.

I didn’t complete your game (I died about half way), so I never really noticed it being too long, but there are a lot of things you can consider when gameplay becomes a drag. You could, like Kentaro noted here before me, create a better sense of progression, but that’s been said so I’ll come up with something else. You could consider the game feel or game juice, i.e. make the game more satisfying to play, listen to and look at. Maybe the last enemy you kill on screen explodes in fireworks or maybe killing three enemies in a row without taking damage gives you a super shot with awesome sound effects to use on the fourth one. Just something to break up the monotony. Also, pacing the game can do a lot, like spawning enemies in waves for example.

I also relate so much to your last statement. Keeping the average player in mind when creating a game is hard, we very much had that problem too. I’d be happy to play test anything in the future if you need a free lab rat.

About Teodor Huldt

2017 Game Design