Rickety Rocket new and noteworthy

SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
edited November -1 in Announce Your Game!
Just saw my app in the New and Noteworthy under Simulation. it's the 20'th and last app on that list. Don't know when it got there, because sales have been averaging only about 10 a day. We'll see how/if this affects it.

Comments

  • quantumsheepquantumsheep Member Posts: 8,188
    Congrats!

    I have the game, and while not my personal cup of tea, it's solid (heh!), looks good and has plenty of content.

    And despite it not being my cup of tea, it's strangely addictive!

    For a first app, it's awesome!

    QS :D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • SlickZeroSlickZero Houston, TexasMember, Sous Chef Posts: 2,870
    Thank you, QS. May I ask, do you think it is too hard, or too easy once you get the hang of it? I've been getting both sides of the coin, and I have a update ready to go with 5 more maps, and they are much harder than the ones already there. I'm waiting for a little more input before I submit, because I made the gravity a little more heavy on the rocket to bring it down faster. I just want to adjust it properly, so any input you have would help.
  • quantumsheepquantumsheep Member Posts: 8,188
    Well, difficulty is hard to get right! :P

    I think it depends greatly on the type of game and the amount of levels. .

    Some people make their games very difficult to prolog gameplay time. This is pretty cheap in my opinion, but that's just me I'm sure!

    If you have 100 levels, say, then players get a lot of content, and the degrees to which difficulty rises can be on a shallower gradient.

    It's also a good idea to put in varying degrees of difficulty within a level. I'm made a few platform games in my time for the DS and the GameBoy. My mate Jake has made a lot more!

    One common theme is to give the player goals *other* than reaching the target. Have collectables, say, that the player can pick up. Have a second, harder to get to collectible too maybe. Add a time challenge to the level that rewards the player for getting to the end within a certain time, for example, but doesn't punish them for not doing so!

    The player's progress should not be artificially impeded in these kinds of scenarios i.e. he can get to the end ok! The challenge, and the difficulty, then becomes 'get all pickups of one kind' - 'get the special pickup' - complete the challenge quickly to get more points, etc!

    Of course, the difficulty in getting to the end should go up too, but as I mentioned, if there are many levels then that difficulty curve can be much smoother!

    Anyway, I'm rambling as I'm not all with it - I'll send you something in GS Mail to have a look at!

    Cheers,

    QS : D

    Dr. Sam Beckett never returned home...
    Twitter: https://twitter.com/Quantum_Sheep
    Web: https://quantumsheep.itch.io

  • b2iscoolb2iscool Member Posts: 135
    quantumsheep said:
    It's also a good idea to put in varying degrees of difficulty within a level. I'm made a few platform games in my time for the DS and the GameBoy. My mate Jake has made a lot more!

    Did you make mario for gameboy?haha
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