skell wrote:
Stigant, look, I don't see why you got so aggressive here. I was just making a funny remark which indicated that I am fully aware of what I am doing. Ff you felt it was an attack at you then I am sorry, I totally didn't mean it. I am not sure if you are expecting me to answer your points or not - I don't want anyone to feel my answers are condescending, so I'll wait with it until any bad air clears.
I'm sorry if my tone was too aggressive. That wasn't my intention.
stigant, while I very much agree that more levels would be great, there's still plenty reason to improve the game. Right now it's been released for the handful of fans we have here. Skell might want to put it on kongregate and other flash gaming portals, or put it on phones, or whatever. So my guess is that he's not trying to add re-play value for you, he's trying to make it better for when he introduces it to completely new players (and thus tries to draw more traffic here).
Well, two things:
1. In a thread about helping someone improve a game, the unwritten assumption is that those suggestions will be put to used primarily to increase the suggestor's enjoyment of the game, and secondarily to pull other people in. Deviation from that ought to be spelled out explicitly.
2. That doesn't change my suggestions. You want NEW people to enjoy the game, then provide more levels and a friendlier interface. Use my/our collective experience to anticipate their reactions and needs ==>
add more levels, and implement undo. That's worked for DROD for all the reasons it will work for T-DROD.
If your intent is to bring in new DROD players, you may not need more T-DROD content, per se (since you'll be providing the additional content in the form of another game), but the two games are different enough, that many of them will see DROD and say, "
That's not really what I came here for"
, so more T-DROD content will give them more of a reason to stick around if they don't like DROD at all, and may ease the transition DROD if they're intrigued but not sold. I could be wrong on that. After all, my personal experience is coming at this in the opposite direction. But I can definitely tell you that if you hooked me with something like DROD and then tried sell me DROD-RPG, you'd never see me again. (not that there's anything wrong with DROD-RPG, it's just not my cup of leaf-juice).
As regards Undo: Understand the strengths of your game. I may be biased by DROD, but I think what your game has going for it is the puzzle aspect, not that it's similar to tactical games - a market that is already pretty saturated. Your game is to tactical games as DROD is to Rogue-likes. Undo can't work in random situations since you can just undo and redo until you get a random result you like. But it works brilliantly in a puzzle situation where the results aren't random so redoing (with no change) is never going to fix a problem. T-DROD's emphasis is on finding a combination that always solves the puzzle. In (Randomized) Tactical games, the emphasis is on developing a strategy that has the highest probability of success.
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[Last edited by stigant at 04-05-2013 04:56 PM]