Complexitivity: My game’s biggest flaw

Posted by (twitter: @accidentalrebel)
September 1st, 2012 5:19 am

Try out the game and rate it here.

The past week has been great. I managed to gather a lot of really helpful criticisms and suggestions about Complexitivity. This gave me insight of what the game’s strengths are and where it falls short.

The biggest flaw that seems to be keeping the game from being great is its low lasting appeal.

“It’s fun for awhile”

I seem to get this often just like in my previous LD attempt. I always manage to come up with a fun core mechanic but fail to sustain it for a long time. Sure there were those who enjoyed it and played it for a few times, but according to the statistics, some just played it once and then moved on.

As can be seen above, there were those who played the game a couple of times. Some were very skilled that they don’t need more than 4 tries to get the top positions.

From what I learned above, it is the high score that motivates more playthroughs.  I believe, however, that this is not enough as noThere should be something else that should hook the players.

What is my solution? I’m not sure yet. But at least I know now what to improve upon on my post-compo build.


3 Responses to “Complexitivity: My game’s biggest flaw”

  1. Jezzamon says:

    I had fun playing during the competition in a mode before you had the level in, where getting the power-up was all you could do to repair the stage. When I played again with the levels it kinda seemed like it would keep going for too long before it became difficult. I think that’s the main issue… the game isn’t hard enough.

    I’d recommend ramping the speed and the difficulty up a bit. I never really almost died, it seemed like I was just constantly moving to the next power-up. I’m thinking like maybe make the tiles disappear all the time, so like some start disappearing before the others have finished disappearing, so that stuff is disappearing all over the place. Also, you could make the power-ups fade away if you get too far from them.

    Also, maybe adding in some other element for you do avoid could be interesting. Although people are always like “the core mechanic should be fun enough on it’s own”. I think the core mechanic is pretty good in this game though, but maybe some extra things would add to that idea… other ways for you to fall off, or something.

    Those are my thoughts, at least. I enjoyed seeing your progress on the game through the competition. 😀

    • Jezzamon says:

      Oh, incase I didn’t explicitly state it: I think the goal should be to survive as long as possible, rather than get power-up, as constantly walking from one area to the next isn’t that fun.

      • Accidental Rebel says:

        Hi Jezzamon. I think you have nailed it. During pre-submission, the difficulty was already ramped up to eleven which is why you already get the tense and enjoyable moments very early on.

        But since I determined that not everyone would be as skilled, I decided to give the game a progression curve. Starting from an easy difficulty then ramping up little by little (This also helped with relativity to the theme). This pushed the tense and enjoyable moments a little far back. You need to play a bit more to experience it.

        I guess the best step is to do on the post-compo version is this: Have a practice stage for newbies where they are taught on how to play the game and get familiarized with it. Then have the main game start with a moderate difficulty, a difficulty where there is less getting repair kits and more surviving.

        Thanks for the insight Jezzamon!

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