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Remember that judges have hundreds of games to play. If at any time during your game they get stuck, they are likely to shrug and move on to a different game.
by pufuwozu 15y ago
Remember that judges have hundreds of games to play. If at any time during your game they get stuck, they are likely to shrug and move on to a different game.
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Nobody likes a game that treats the player like an idiot. However, a player is far more willing to tolerate a Level 1 that they can pass without thinking, than they are to try to disassemble a masterpiece puzzle at the very beginning. Judges are much more likely to give up and move on.
I've entered two past PyWeeks; this part of the article really hit me.
My last two games were very, very short. I wanted to lengthen the game so I made the levels harder. The feedback that I got was that the game was too hard; judges got stuck within the first minute or two.
I'll again be limited by time but this time I'll prefer to make the game easy than hard. I think players will find it more enjoyable to finish the game than get stuck.
If anyone is planning on participating in the PyWeek a few weeks away, I recommend reading some articles from this list:
http://www.pixelprospector.com/indie-resources/ http://www.pixelprospector.com/indie-resources/
I particularly liked these quick tips:
http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-platformer/ http://devmag.org.za/2011/01/18/11-tips-for-making-a-fun-pla...
- arctangent 15y agoYou might also find some useful tips on designing an engaging (fun) experience on the gamification wiki [1]. Making a game "easy" but providing constant "achievements" and "levelling up" opportunities could be a good strategy. I always remember how easy it was to get really high scores on pinball machines... [1] http://gamification.org/wiki/Encyclopedia http://gamification.org/wiki/Encyclopedia