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Hey Folks, 

Here's some GIFs of Corporate Salmon showing 2 levels of gameplay! 

Corporate Salmon is structured in an office building, where over the course of gameplay you rise up the floors to the CEO office at the top. Not only does the colour of the level change, but also a couple of subtle variables:
1. Initial speed of escalator
2. Frequency of rival employee fish spawn
3. Frequency of coins spawned (Timing remains the same, just the burst increased)
4. Rival fish jump power put also frequency of jump increased, meaning they can keep up with the accelerating escalator. 

From the event I attended on the weekend, folks enjoyed the game but a couple of issues arose:

1. The play button is still not clear enough for first time players (Admittedly I need a tutorial reset function as many people played the App without the tutorial that removes other icons from the screen).
2. The green/red jump lines were mistaken several times for just markers/signs rather than something that could be interacted with, so I need to create some kind of visual indicator that you should jump on them, whether that's a little tutorial pop up or text above the objects for the first couple of rounds they are in the game. May also require more revising of the design - If any of you have any thoughts for an alternative or examples of jump bars done right, let me know. 
3. Spamming - Currently some people who played the game just repeatedly pushed jump to launch the fish up the screen. To counter this, I'll be adding in some variables that will make the level harder if spamming occurs. Examples of this might be increasing the frequency of red lines on the screen (You don't want to jump on those), possibly look at a subtle additional increase of escalator speed or volume of fish launched at player. I was thinking about having a stamina function, but I'm wanting to keep clutter on the screen as minimal as possible and don't want to create scenarios that can't be beaten or escaped from. 
4. One other thing I'll be looking into to control spamming is collision detection. For example, should a salmon be able to jump on the side of a step to climb it or just the flat top of the step? I'll be experimenting with that now. 

I've also got another feedback session in 2 hours, so I'll gather some more feedback there.

Things to fix in the next 2 hours:
1. Add a simple factory reset function to make a clean test easier 

2. Experiment with designs for pop up tutorial screens

3. Tinker with the collision detection for the escalator steps. 

That's all for now, stay tuned for more soon! I'll likely be putting up a longer playthrough in the next couple of days, as most have just been quick excerpts. Thanks for all your comments by the way, always helps!