Available from start, or play through to unlock?
hrsmedia
Member Posts: 522
Hi, I just wanted to get the opinion of the forum on this.
I have 20 levels in my game and a survival mode. I currently have set it up so you have to play through the levels to unlock the next and survival mode is unlocked at level 5 (levels take about 1-2mins to complete).
Do you think I should change it so all the levels and survival mode should all be available from the start of the game?
I have 20 levels in my game and a survival mode. I currently have set it up so you have to play through the levels to unlock the next and survival mode is unlocked at level 5 (levels take about 1-2mins to complete).
Do you think I should change it so all the levels and survival mode should all be available from the start of the game?
Comments
My worry is always that I'll make content that some people will never see, because the game may be too difficult for them. How difficult is your game?
Kraken has unlockable levels, as you describe in your post. I think that's fine because it's a high score game, and the point is that you're trying to progress to finish the story. Also, it's not that difficult in easy mode!
However, another game of mine has 12 levels, and all of them are unlocked from the start. This is because each level has a unique piece of music attached to it, and I'd hate for anyone not to be able to hear it if they wanted to.
One thing I have done, is have a variable called 'gameprogress'. When a level is complete, add one to it.
At the end of the game, if 'gameprogress'=the amount of levels in a game, then you know the player has played through from the beginning.
Give them more points for this. Or unlock something. Just reward them for playing through somehow.
That way you've appeased people who like to play levels in any order (unlockable or not) and reward those that play it all the way through from the start.
Just my opinion - good luck!
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
I don't know how everyone else feels, but I love having the challenge of unlocking levels and making it through the last level of a game, having earned my way there. Gives me a great sense of achievement.
But I do understand what QS is saying, although my feeling is if they never play it long enough to see it then they probably wouldn't appreciate it that much anyway :-/
QS
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
But if the reward is 'you get to see the rest of the game you paid money for', is that enough?
Dr. Sam Beckett never returned home...
Twitter: https://twitter.com/Quantum_Sheep
Web: https://quantumsheep.itch.io
Edit: The question now is what rewards do I add?
Customization?
I love being able to choose what I want to as a gamer.
I was thinking maybe put an UNLOCK ALL option if you want to skip ahead?
http://forums.toucharcade.com/showthread.php?t=61090
I think the best games offer easy or hard modes
that way you have challenge but don't get bad reviews by wimpy gamers
Any Sous Chefs want to have a look at my build?
Edit: My game is really targeted at casual gamers, it's pretty simple, so probably is best option just to have everything available.
Play area 1 in any order you like but you must complete all 9 levels to progress to area 2 and unlock the 1st mini game Air hockey. Inside air hockey you have to beat the CPU on easy medium and hard settings (score 5 goals against CPU pretty straight forward tbh) to unlock 2 player Hockey.
At the start of area 2 we have a micro tilt to live game (can be skipped) then onto the next 9 levels and so on and so on.
Hope this helps.
Darren.
Isotope is a great game ( as was geometry wars) but it commits these sins heavily, to the detriment of its fun factor...
And so many games are ruined by one impossible level which prevents access to any future levels
, just a nice little bonus for the player.
and often end up on the shelf. (Or make one reach for game shark and the like!)
I say, always start them off with excitement! ( Which means no long intros before action!)
A game should reveal SOME of it's best stuff on level one.
I wish for an AI fueled difficulty engine that can sense the player's skill level and challenge
them accordingly ( yes, a hope for the future! but who knows when breakthroughs may occur)
BTW - where is the best place on this message board to discuss "Game Theory"?
(Rather than direct discussions of our GS projects.) and mention prime examples of good
game design? All the programing skill in the world can't make a bad idea good, after all. ;-)
www.marcosriffel.com
We are having all levels locked from the start...but to unlock it...you only need to play the level prior. There is no requirement within that level to unlock the next level...other than you have to play it once. This forces the game to follow a specific sequence but doesn't require you to be "good" at the game to enjoy it in its entirety.
It would be cool for an adventure game, to progress through the levels one by one
I'm not against all unlocking, just excessive usage of it
(And repetetive level up-ing that they call "Grinding" in the MMO world.)
Btw, also, how would you do something like save a characters EXP or $?
blockquote>synthesis said:
For what its worth...
We are having all levels locked from the start...but to unlock it...
Not one for a beginner...but intermediate GS devs can probably do it. It just takes a lot of patience and trial and error to get it right.
You can check out my level setups here in my Toxic Roach app on the GS web. The source dev files are secret/proprietary...but the demo example (in a run state) is available for you to look at.
http://gamesalad.com/game/play/70409