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~Name is Progress~ PROGRESS

A topic by FrostFyres created Oct 06, 2016 Views: 122 Replies: 1
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Hey everyone! Here's a little game I've been working on, still haven't thought of a name yet! What inspired me to make this was a combination of Mr. Game n Watch type games plus a mixture of that Chancy mini-game from Pokemon Stadium 2.

I do have a question for the GBJam community! What would be some good ways of balancing a game like this? Should I up the speed? The spawn rate? Or try a little of both? If you could see yourself playing this game, at what point would you say it should get more difficult? At a score of 10? or maybe a score of 50? This is kind of the hump I've started to climb over in these last few days!

(Edited 1 time)

Looks to me like one thing that is making balancing hard is how tall the catcher thingy is. Because of this, player movement looks clumsy, like you're trying to maneuver a truck through a bunch of snowflakes and beachballs... or something.

Another thing: the graphics are a bit too abstract, I can't tell what you're supposed to collect and what you're supposed to dodge. Ideally, bad things should look bad/evil/menacing. If you need a screen to explain to the player what is good/bad, that probably means your graphics are not intuitive. If you manage to get rid of the tutorial because the graphics are self-explanatory, you'll be able to add more obstacle types easily. Stuff that moves more quickly, in a zig-zag, or suddenly changes column once, will be harder to dodge... and if it looks evil, the player will naturally try to dodge it.

A good example is one of the Mario games: whenever a new enemy shows up, the player generally doesn't think "is that something I should pick up, or run away from?"