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Thanks for the feedback. The link I posted here is actually the lite version of the game: No login, no history of points earned, etc. Adhoc type, to lower the b
by jabo 16y ago
Thanks for the feedback. The link I posted here is actually the lite version of the game: No login, no history of points earned, etc. Adhoc type, to lower the barrier to entry. Once you finish the lite game, you're shown the link to the main game. The rationale being, if the player finished atleast one lite game, he/she will like the main game.
The main game shows points, has badges, levels, more super pixels and lots more.
The problem with AI is, this is a real-time strategy game and we being a two member team, it's going to take us a long time to come up with anything that's good enough to come anywhere close to a real person. And if we have dumb bots playing, new players might mis-construe it as a single-player game with terrible AI!
- znt 16y agoYou are preventing the users from making emotional investment in your game by witholding progess feedback. I don't think it is a good idea. Just display big flashy numbers when a user places a square on a tile. And if you really really want decent AI then maybe you should hire some people, teenagers, kids to play it for a while.
- jabo 16y agoPoint taken about "preventing the users from making emotional investment in your game by witholding progess feedback". We do have the points 'on demand' inside the stats tab at the bottom of the screen (more due to technical issues with synchronizing points in real-time). We'll work on putting it up prominently on the front screen. Thanks!