Live data from Hacker News

When Game Development Stinks

jeffwofford.com

91–98 of 98 posts

Re: When Game Development Stinks

#91
post #32
post #18

Aren't gorgeous looking Robotron clones kind of a dime a dozen since Geometry Wars?

Ultratron actually came out originally before Geometry Wars.

This being said, the version of Ultratron released on Steam has had some significant graphical and gameplay updates. It's the third major revision of the game.

Re: When Game Development Stinks

#92
I'm sorry that Ultron and Droid Assault haven't done well, but they're both twin-stick shooters that aren't playable using a gamepad. That's an initial turn off for many hardcore fans of the genre.

I can't speak for Ultron because the demo (not available on Steam) won't run on Windows 8, but last time I tried Droid Assault, it took a while to pick up in difficulty. I didn't encounter much challenge until near the end of the (rather long) demo.

Droid Assault was also pretty easy to exploit; the first few boss enemies won't chase you off screen, so it was possible to pop in and out of hiding, firing off a few shots at a time. This makes for boring gameplay, but the game didn't discourage it.

The games don't seem to be aimed at hardcore gamers, and they're not popular with casual gamers. Who is Puppygames target audience?

Re: When Game Development Stinks

#93

I'm sorry that Ultron and Droid Assault haven't done well, but they're both twin-stick shooters that aren't playable using a gamepad. That's an initial turn off for many hardcore fans of the genre. I can't speak for Ultron because the demo (not available on Steam) won't run on Windows 8, but last time I tried Droid Assault, it took a while to pick up in difficulty. I didn't encounter much challenge until near the end…

Ultratron works fine with a controller. Droid Assault is most definitely not a twin-stick shooter.

We deliberately make our games easy because they sell more. The easier they are, the more they sell. Simple formula.

The target audience is me. I am a child of the 70s, grew up in the arcades and playing on C64s. The games of that era are shit. They weren't shit then, but they are now. What I do is take old game ideas and make them not shit, and I think I do pretty well at that. One of the biggest components of not-shitness is making sure that most players can see most of the game before it gets too hard for them.

FWIW I've never completed any of my own games, I'm that rubbish.

Re: When Game Development Stinks

#94

Earlier quoted context omitted.

I bought Ridiculous Fishing out of curiosity for the water-themed game mechanics, but it's a very poor game, specially with the coins/store crap. It was sitting at the top of featured games, makes me think it's success has more to do with the names behind it than the game itself.

I think you've made a very big insufficiently justified leap to "very poor game". I also don't understand the remark about the "coins/store crap". Unlike many other iOS games, it has no in app purchases. If you read interviews with the creators, you'd see that they wanted a very tight reward loop for the game. They also wanted to be certain that no matter how you played, you'd always feel like you could make more pro…

The parent called them "all-stars of iOS development". This is clearly only my opinion, maybe I was too blunt - in-game currency is a real turn-off for me.

After a whole 15 seconds of gameplay I was greeted by a popup "please buy a longer line in the store", that's probably what blew my experience from the start. Now I can only think of it as an endless loop of [coins -> better gear -> more coins -> gear], and have no interest in playing at all. Just trying to break a depth/points record, like pre-farmville games, would be enough incentive for me to keep playing.

Re: When Game Development Stinks

#95

Earlier quoted context omitted.

I think you've made a very big insufficiently justified leap to "very poor game". I also don't understand the remark about the "coins/store crap". Unlike many other iOS games, it has no in app purchases. If you read interviews with the creators, you'd see that they wanted a very tight reward loop for the game. They also wanted to be certain that no matter how you played, you'd always feel like you could make more pro…

The parent called them "all-stars of iOS development". This is clearly only my opinion, maybe I was too blunt - in-game currency is a real turn-off for me. After a whole 15 seconds of gameplay I was greeted by a popup "please buy a longer line in the store", that's probably what blew my experience from the start. Now I can only think of it as an endless loop of [coins -> better gear -> more coins -> gear], and have n…

You do realize that it's just a basic computer RPG equipment upgrade system on top of an arcade game, right? At no point do they ask you for real money. The coins are basically XP you can use to upgrade stuff.

Re: When Game Development Stinks

#96
post #95

Earlier quoted context omitted.

The parent called them "all-stars of iOS development". This is clearly only my opinion, maybe I was too blunt - in-game currency is a real turn-off for me. After a whole 15 seconds of gameplay I was greeted by a popup "please buy a longer line in the store", that's probably what blew my experience from the start. Now I can only think of it as an endless loop of [coins -> better gear -> more coins -> gear], and have n…

You do realize that it's just a basic computer RPG equipment upgrade system on top of an arcade game, right? At no point do they ask you for real money. The coins are basically XP you can use to upgrade stuff.

I do. In most RPGs there are much more complex relations at work, not a simple single-path progression of coins/equipment. I don't think it adds anything to this genre.

Re: When Game Development Stinks

#97

Earlier quoted context omitted.

I think you've made a very big insufficiently justified leap to "very poor game". I also don't understand the remark about the "coins/store crap". Unlike many other iOS games, it has no in app purchases. If you read interviews with the creators, you'd see that they wanted a very tight reward loop for the game. They also wanted to be certain that no matter how you played, you'd always feel like you could make more pro…

The parent called them "all-stars of iOS development". This is clearly only my opinion, maybe I was too blunt - in-game currency is a real turn-off for me. After a whole 15 seconds of gameplay I was greeted by a popup "please buy a longer line in the store", that's probably what blew my experience from the start. Now I can only think of it as an endless loop of [coins -> better gear -> more coins -> gear], and have n…

I appreciate that you took the time to be a bit more detailed about why you disliked the core game mechanic.

However, while it's ok that you don't enjoy the core game mechanic, I still believe you could have been more objective about your original evaluation.

I won't pretend that I'm perfect in this regard, but given that this is hacker news, I expect more reasoned responses.

Re: When Game Development Stinks

#98
post #71

Earlier quoted context omitted.

I'm not sure what you're trying to show me. Robotron has 8x more stuff going on in any shot.

That does not make Robotron good.

No, but it does make Robotron far more of "a visual lollipop of swirling color that leaves your eyes sparkling and pixelated for hours" than the clone
Post reply on HN