Hey Folks!
I had the opportunity to show the game for the first time at the CambridgeGameDev earlier in the week. I took along a copy of the game on tablet and one with a custom controller and here's what I found out from the attendees (
Here's a Tweet from the event!):
- There needs to be more incentive to fetch crates/powerups from the ocean (Potentially a clearer trajectory line/bonus points for collecting?)
- I need to increase the sizes of buttons on mobile (Folks were struggling on TABLET to push the buttons, would be even worse on phones)
- Buttons that link to storefronts/rating the game have the wrong input function (If touch is held down rather than when pressed) so when touched it opens 10+ tabs in the browser and crashes the game! Is a quick fix but worth mentioning.
- Suggestion for a day/night cycle? This one I might consider but might be quite difficult abiding by the colour palette I've chosen (A LOT of vibrant colours).
- Increasing the collision boxes of the jellyfish (Some shots that looked like they should've hit didn't)
- Close range shots are hard to pull off (May have to look at slowing down the player movement further in the centre?)
- Not clear to some players what the crate powerup in the ocean did (Many not risking to venture out/trying to hit it with the coconuts)
- The initial concept for an enemy type rejected from gauging the audience, suggestions to avoid muddying the mechanics.
- Mixed response on the question of a trajectory angle, one person suggested having a curved line based on the angle, but have it fade out before it reaches the water (No idea how on earth I'll figure that one out but I'll give it a go!)
The reception of the game was positive and as well the early tutorial seems to have done the trick, I didn't have to explain the controls to anyone and most people picked it up. Is worth noting this was with games developers so may not be representative of more casual audiences.
I'll be working through these and adding them to my list of to do's over the next week, my intention is to get a build ready for GDC to randomly show at events. Since I'm only expecting a very short turnaround on this project, it's not worth approaching publishers about the project but any press I can get is always good!