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Feedback => Playtesting => Topic started by: HybridMind on May 05, 2009, 10:10:16 AM



Title: Blinkout [v0.9.9.1 update on June 2nd]
Post by: HybridMind on May 05, 2009, 10:10:16 AM
Hey all..!

Here is a link (http://hybridmind.com/bo.html) to my latest Flash game that I'm looking for feedback on.  It is basically finished but I am trying to see what people think about it.  I have been getting widely varied feedback on it both pro and con and would love to here some people's thoughts from this forum that may help me and my friend that are co-designing it know how to tune it / polish it up better.

Any thoughts and feedback welcome!

Screenshots of latest version:

(http://hybridmind.com/boscreen-2.jpg)

(http://hybridmind.com/boscreen-3.jpg)

Background / Controls:

How good is your visual memory under pressure?
Navigate your spaceship through an increasingly hostile dimension.
How far can you get?

  • Use the ARROW KEYS to move your spaceship.
  • Pick up the key to open the gate that will take you to the next level.
  • You have a limited amount of time, so speed is of the essence.
  • Use the SPACE BAR to illuminate the level-- but be careful, each time you "blink" it will cost you valuable energy.
  • You can also lose energy by crashing into the walls and you will fail if you crash without enough energy to rebuild yourself.
  • Regain energy by picking up charges.
  • Score points by completing levels. The bonus increases as you proceed into the game and the environment grows ever more hostile.
  • Can you make it to the end?

[EDIT: 5/5/09] 
New version 0.9.6 posted.  Includes simple fading text that contains the controls the first time the player starts the game and moves on the first level.  This is in case they missed the controls on the main menu.

[EDIT: 5/26/09]
v0.9.7 changes
  • New mechanic where charges are persistent across rounds. Charges are now worth more if the player waits to harvest them on later rounds. Ghost charges are shown in their place as a reminder to the player that a charge had been collected from that spot
  • Added floating text near player to represent the cost of showing the level
  • Added floating text near player to represent the cost when you crash into a wall
  • Added floating text near a collected charge pod to represent how much energy it was worth
  • Fixed bug where FAIL menu was left once player hit Try Again
  • Hacked UI to show round and level progress text for the meantime
  • Added 2 new levels for a total of 8 now
  • Changed some menu text
  • Added background image to main menu
  • Player now starts with 3 energy to allow them to 'show level' right away

[EDIT: 5/30/09]
v0.9.8 changes
  • graphics for ship, key, gate, and charges have been cleaned up to be crisper
  • key is now visible until collected to provide reference goal
  • collected charges on a level are now faded and tinted red to further emphasize that they have been used up during a previous round
  • new UI has been integrated that better reflects the current game play and style
  • a warning light and sound will now flash when the players energy is low enough that they will die if they hit a wall
  • fixed and/or removed tweens on certain items that weren’t working/needed
  • change to mechanic so that the player can now blink as many times as they have energy for without waiting for the blink cycle to finish
  • added new UI effect during blink where a roving eye appears and rotates around as well as it displaying the cost of the blink overtop of the charge counter
  • on FAIL screen it now displays what round out of 6 you died on to help emphasize the scope of the game and encourage replayability
  • added a ghost ship trail that can help with back tracing the players path through the dark as well as providing a little more visual interest to the blackness of the levels
  • ghost ship trail is timed so that the most recent ghost ship indicates the save point of the player so they know where they will warp back to if they hit a wall
  • made the main menu BLINKOUT letters have a pulsing fade effect
  • added text to WIN screen that tells how many charges you had left when you win and how many bonus points that earned you
  • added 10,000 point bonus per charge remaining if the player manages to beat all 6 rounds of 8 levels
  • BUGFIX: time warning wasn’t triggering on round 6
  • BUGFIX: if the level was being shown and player crashed into wall.. nothing was deducted

[EDIT: 06/01/09]
v0.9.9
  • Added round intertitle screens to display the rounds stats and tips every 8 levels
  • Updated instructions and UI graphic on instructions to reflect current gameplay
  • Added rotating instructions and context based warnings in UI message window area during game
  • Added 6 unique tips, one for each round intertitle screen
  • Added sample sponsor movie example
  • Added mochi encrypted preloader with custom background graphic
  • BUGFIX: you can no longer use the keyboard to fight the rebuilding ship tween
  • BUGFIX: you can no longer hit ESC for menu when that doesn't make sense

[EDIT: 06/02/09]
 v0.9.9.1 history

    * Pulled the extra instructions text
    * Added M for mute.. ESC for pause menu to the rotating instructions messages at bottom
    * Stopped the round intertitle sound looping
    * Changed the first round tip to be worded differently
    * Fail screen now tells you the level and round you were defeated by
    * Added links to appropriate places
    * BUGFIX: There is something going weird with the control keyups/keydowns after a wall crash that needs fixing



Thank you very much for your time.

Best regards,
Dave Evans
Hybrid Mind Studios


Title: Re: Abstract Survival Horror? Need some feedback please
Post by: Notch on May 05, 2009, 10:33:43 AM
Interesting. Good sound, kind of plain graphics. It doesn't really play like a survival horror, but rather like a maze game.

Naturally, I didn't read any instructions at all, so it was a bit frustrating until I figured out about space bar. Perhaps you could add a (non blocking) "press space bar" pop-up in the first level after a couple of seconds.

It got a bit easy once I got used to it.
Some enemy to avoid might add to the horror.

Overall, I'd say it's a fairly nice game. It certainly held my interest long enough for me to beat it twice in one life. I assume you're going to add more levels. =)


Title: Re: Abstract Survival Horror? Need some feedback please
Post by: george on May 05, 2009, 10:46:31 AM
I think you nailed the sound design, but it needs some other element to make it scary, like an enemy that Notch mentioned. Also, while I think the visuals are excellent, the UI and the playing area feel a little disjointed to me. I like them individually a lot, and their style is consistent between them, but it just feels like parts of two different games put together. Maybe by wrapping the whole playing area in more of a cockpit UI feel you could get around that?


Title: Re: Blinkout - Need some feedback please
Post by: HybridMind on May 05, 2009, 10:54:20 AM
Interesting. Good sound, kind of plain graphics. It doesn't really play like a survival horror, but rather like a maze game.

Naturally, I didn't read any instructions at all, so it was a bit frustrating until I figured out about space bar. Perhaps you could add a (non blocking) "press space bar" pop-up in the first level after a couple of seconds.

It got a bit easy once I got used to it.
Some enemy to avoid might add to the horror.

Overall, I'd say it's a fairly nice game. It certainly held my interest long enough for me to beat it twice in one life. I assume you're going to add more levels. =)

Thank you for playing and your feedback.  I meant to post that the 'abstract survival horror' tagline was sort of a bad joke.  Me and my friend were just knocking on ourselves a little with making a maze puzzler that people kept seeing as one of those 'alone in the dark with a flashlight games' :)

Your comment about having a floating popup with at least the controls listed is a great idea and one that has been coming up.  It is definitely on the todo list asap!

As far as more levels we did initially have 10 but as we adjusted the gameplay we started messing with the idea of it being a spacial memory mechanic as well as using resource conservation elements.  The current idea is that there are 6 rounds of 6 levels and it cycles at quicker and quicker time intervals with less and less charges available.  This leading you to have to balance your charges early.  The spaceship moves quicker and quicker at higher levels.

It remains to be seen if we've pulled that off in a fun way yet.  Early feedback seems to be suggesting that we haven't quite made that fun enough or enticing enough yet. 

Strange note is that this is one of the first games I've made that I really enjoy to play a LOT but I'm not sure how much my own overlap falls with other players... ;)

On the enemies front... we are probably not going to go that route as it may be further from what our goals are with this game (sorry I made the abstract survival joke now...) but I'm willing to keep that in the back of my mind as I see the various feedback we're getting in. 

Once again, thank you very much for taking time to play and provide your feedback. 


Title: Re: Blinkout - Need some feedback please
Post by: HybridMind on May 05, 2009, 10:58:10 AM
I think you nailed the sound design, but it needs some other element to make it scary, like an enemy that Notch mentioned. Also, while I think the visuals are excellent, the UI and the playing area feel a little disjointed to me. I like them individually a lot, and their style is consistent between them, but it just feels like parts of two different games put together. Maybe by wrapping the whole playing area in more of a cockpit UI feel you could get around that?

I'm glad you enjoyed the sound design.  The friend I'm designing this with did the sound design and was part of the drone band that we created the soundtrack loops from. 

Regarding enemies I guess see the relevant part of my comment above.

I think I hear what you are saying on the UI being so separate feeling.  I did try an initial mockup with a wrap around UI but ended up not liking certain elements of it.  Doesn't mean it couldn't be done of course.  I'll definitely keep that in mind.

Thanks for your time playing it and leaving your feedback!

[EDIT: OK- I removed the "Abstract Survival Horror" joke genre from my subject line because I didn't want it to be misleading!]


Title: Re: Blinkout - Need some feedback please
Post by: agj on May 06, 2009, 10:00:05 PM
Very nice. Love the sound design, most of all. Feels very tense. I'd make the ship a single pixel in size, though, so as to minimize needless frustration. It's what bullet hell shooters do.


Title: Re: Blinkout - Need some feedback please
Post by: Notch on May 06, 2009, 11:25:01 PM
Ah, not thinking of it as an abstract horror game helps a lot. =)


Title: Re: Blinkout - Need some feedback please
Post by: HybridMind on May 07, 2009, 03:56:57 AM
Very nice. Love the sound design, most of all. Feels very tense. I'd make the ship a single pixel in size, though, so as to minimize needless frustration. It's what bullet hell shooters do.

Reducing ship size is an interesting idea.  Not sure if we'd want to go all the way to a single pixel but that is quite amusing.  Perhaps just messing with the size of the ship in general will lead us to some new thoughts as it is a little large right now perhaps.

Jeremy (the other co-designer) and me will be getting all the feedback notes we've been receiving from here, the forums at Flash Game License, and our own personal play test email lists and combing through them on Monday May 11th.  Our plan is to then do another round of development in the hopes that we can then open it up to sponsor viewing on FGL by May 15th then if things seem ready.

Some ideas we've had that haven't made it in yet but that have also been suggested by others are moving or rotating aspects to the levels where parts of them might slowly spin to make you use your 'show level charges' and to add a little more excitement.

** Another feedback question if people have time **

The other major pondering for me personally is that people really don't seem to be getting and/or enjoying the 'repeating' level/round mechanic that I found so fascinating.  It may just be a case of being too enamored by ones own game play but either way I really enjoy it and I'm a little stumped as to whether to change on our design or just power on and see how it does out there.  I know sometimes we have to take risks design wise based on our own intuitions and taste and see what happens. 

Instead of the idea that is normally done where puzzle game levels have a lot of content and tons of levels I wanted to experiment with the idea of a few levels (6 in this case) that would be just enough to get familiar with in a few passes but not too familiar.  This way, by the time the player has looped they notice that it restarts but there are less charges available randomly each round that they loop.  I also thought that the building familiarity with both the levels and the controls would lead to a style of play that would be similar to "playing an instrument" where the more skilled players realize they can get into a nice flow of moving the keys around and watching the little ship move in the dark.  I have found a lot of joy and satisfaction in completing most of these levels entirely in the dark now and am trying to figure out if there is anyway to share that joy or not.

The mechanics that do change over the course of the rounds are the level timer reduces as well as the ships speed increasing.  I find this really fun and tension building that I don't believe I would like as much if there were just a set "10 level" or whatever component.

The problem seems to be that many players have commented that they felt they 'beat it' after it repeated once or twice... and stop.. not realizing that they would need to go 36 true levels to really beat it.  (6 rounds of 6 increasingly difficult (yet same maps) levels).  Perhaps it is merely an issue of notifying the player in a clearer way than our abstract little UI currently does.


Title: Re: Blinkout - Need some feedback please
Post by: Nandrew on May 07, 2009, 05:10:26 AM
Two pieces of feedback:

ONE:

This

As far as more levels we did initially have 10 but as we adjusted the gameplay we started messing with the idea of it being a spacial memory mechanic as well as using resource conservation elements.  The current idea is that there are 6 rounds of 6 levels and it cycles at quicker and quicker time intervals with less and less charges available.  This leading you to have to balance your charges early.  The spaceship moves quicker and quicker at higher levels.

... was done really well. Your risk versus reward system is good, as is the idea of resource management through level iterations. If you're looking for feedback, however, I have a suggestion regarding this which I as a player would greatly appreciate:

Your current iteration model gives players a throwback to previous levels, but you mention that subsequent iterations simply randomise which energy pods reappear, making less pods every time. If I understand this correctly, then you're not really enforcing a long-term decision scheme, you're just giving the player nostalgic throwbacks to earlier level layouts.

Try these steps:
(1) Have the game remember which energy pods a player has picked up on a given level. Leave "ghost" sprites to denote areas where energy pods have been picked up.
(2) When you return to a level later on, KEEP THE ENERGY PICKUPS PERSISTENT. In other words, respawn energy pods that you didn't pick up the previous time, and show the placeholder "ghosts" in all the other places.
(3) Finally, the crux of your resource management: the more level iterations that pass by before an energy pod is picked up, the more energy points that pod is worth when you finally do pick it up. I've already noticed that wall collisions do more damage as you go up in iterations, so to counter that you should motivate players to conserve pods (instead of snapping them all up the first time around) and "farm" them later for greater profit. This creates a (good) dilemma for the player: "Do I pick up this pod now for a small, short term reward that can help me make it through this next room, or do I save it for later, when it will become far more valuable?"

I don't know whether you'll like this idea or not: I just thought that it would be nice to marry the idea of long-term strategy with your short-term memory of a given level.

TWO:

Your sound design is really good! Harness that skill and use it to your advantage! In a game where you're mostly blind, you don't need to rely solely on memory to give you clues about how to proceed.

There's been mention of incorporating enemies and other level elements. Sure, additional obstacles would be great, primarily because you can have them generate sounds to give players clues on how to proceed. Put spike walls into your game that, at regular intervals, pop out with a "schwing!" and retract with a "schuk!". Even in darkness, players can hear these noises and if they remember where the obstacles are located *spatially*, they can time their movements via the sounds to make sure that they pass through the spikes while they're safely retracted.

I'm not suggesting that you use spikes specifically (they may be a bit too cheesy for you :P ) but I think that it would be an idea to implement obstacles that give players audio clues in lieu of visual ones.

----

I hope that this feedback isn't too presumptuous. It's just a few ideas that I, as a player, would love to see implemented.


Title: Re: Blinkout - Need some feedback please
Post by: HybridMind on May 07, 2009, 05:30:23 AM
Nandrew: First off, thanks so much for this detailed feedback.  There are some really great ideas here that you have provided!

I don't know whether you'll like this idea or not: I just thought that it would be nice to marry the idea of long-term strategy with your short-term memory of a given level.

I really do think you are on to something here that has been itching at my brain on this game.  I really like the idea of the trade offs you are mentioning where charges later on are worth more as well as ghost trails perhaps helping the player when they've picked up the charges earlier.  If I'm understanding you correctly... would ghost charges (or pods I guess you'd called them) glow when the level is dark?  It would be very different mechanic depending on whether the ghosts showed the path or not. 

We had been thinking and trying some various things but I feel like Jeremy and I had gotten a little 'too close' to the game and definitely needed some outside feedback and perspective to break our thinking on it. 

I think these ideas you are recommending might be the final 'nudge' we felt this game needs.  I look forward to trying this mechanic adjustment out in some form or another early next week. 

Your sound design is really good! Harness that skill and use it to your advantage! In a game where you're mostly blind, you don't need to rely solely on memory to give you clues about how to proceed.

I definitely get what you are saying here.  Some of the joy to me has been learning to move through these levels in total darkness based on feedback as I pick up the charges and use the fading out charge blooms as guidance on my way.  I think further exploring sounds as guide is a great idea and one that would fit perfectly with what we are trying to build upon here.  If we add moving elements I can totally hear how we would represent it aurally to the player. 

I am also wondering if there might not be a slick way to add a subliminal extra-drone to the sound texture as the player nears certain areas or walls.  I wouldn't want it to be too easy based on sound.. but definitely would merit some exploration of this idea.

I hope that this feedback isn't too presumptuous. It's just a few ideas that I, as a player, would love to see implemented.

Totally awesome feedback.. thank you so much again for your time! 

I'll update the first post here when we've uploaded a new update.  (Or do people usually bump their own thread on update?  Not sure of the etiquette here yet really as I know ever forum is different.) 


Title: Re: Blinkout - Need some feedback please
Post by: Nandrew on May 07, 2009, 05:48:55 AM
If I'm understanding you correctly... would ghost charges (or pods I guess you'd called them) glow when the level is dark?  It would be very different mechanic depending on whether the ghosts showed the path or not. 

Ah, actually, the "ghosts" were just suggested as passive visual feedback to represent the choices that players have already made and help them understand the weight of their previous decisions -- that they *could have* had an extra energy pod in that level, but that the opportunity has been taken away by their previous pickup.

Not to say that the "glow in the dark" concept isn't interesting in itself! Maybe give it a shot if you think that you can make it work well.


Title: Re: Blinkout - Need some feedback please
Post by: HybridMind on May 07, 2009, 06:01:14 AM
If I'm understanding you correctly... would ghost charges (or pods I guess you'd called them) glow when the level is dark?  It would be very different mechanic depending on whether the ghosts showed the path or not. 

Ah, actually, the "ghosts" were just suggested as passive visual feedback to represent the choices that players have already made and help them understand the weight of their previous decisions -- that they *could have* had an extra energy pod in that level, but that the opportunity has been taken away by their previous pickup.

Not to say that the "glow in the dark" concept isn't interesting in itself! Maybe give it a shot if you think that you can make it work well.

Ah, OK.  Thank you for clarifying that point.  I remember now that in an earlier version of the game that hadn't solidified yet I had coded it so charges were persistent throughout the rounds.  Meaning, if a player picked one up earlier they then didn't have it later.  The aspect that was then missing (since it was in a primitive form at that point) was that the charge value didn't ramp with rounds which lead to too much scarcity later on.  By letting the charge value ramp over rounds that would likely address that problem now that it would also be combined with the various other mechanics that are in there.

It will likely be too easy to leave the ghost pods visible all the time as they serve as real path indicators.  I like the passive feedback idea... but we do often try a whole lot of things as it is fairly easy. 

Thanks again.


Title: Re: Blinkout - Need some feedback please
Post by: Curseman on May 07, 2009, 04:16:15 PM
I thought the execution of the idea was pretty good.  The balance in the costs of taking a peek at the area versus crashing into something were about right, and the controls were fine.

The two things that stick out to me the most as problems are that it starts you over at the first level again way too soon, and that the timer is overly generous and not really a threat even if you try to collect everything.

I imagine that your leaderboard will be messed up once someone overlays images of what the level looks like over the game window and clears a million levels that way.

I think that playing your "don't touch the walls" game idea based on visual memory is more fun than the ones based on precise movement of the mouse.


Title: Re: Blinkout - Need some feedback please
Post by: jkd on May 09, 2009, 08:46:08 AM
Not bad. Liked the atmosphere created by the sound effects. The graphics are a bit plain, though. Maybe try adding a simple glow effect or other screen-space filter, perhaps something that looks like scanlines? You could even animate the alpha on the glow texture to make the glow pulse in and out as you peek at the level.

(http://brasshats.com/jkd/blinkout-glow.png)(http://brasshats.com/jkd/blinkout-glow-scanline.png)

I probably over-did it a bit, but you get the idea.

:wizard:


Title: Re: Blinkout - Need some feedback please
Post by: HybridMind on May 11, 2009, 06:07:19 AM
The two things that stick out to me the most as problems are that it starts you over at the first level again way too soon, and that the timer is overly generous and not really a threat even if you try to collect everything.

I imagine that your leaderboard will be messed up once someone overlays images of what the level looks like over the game window and clears a million levels that way.

Thank you for the feedback Curseman.  The timer does start at 60 and goes down by 10 seconds each round for a total of 6 rounds currently.  You are likely correct that for the first few rounds it is a lot of time for most players.  I guess we are trying to figure out a good balance on not being too punishing for people initially trying out the game.  I will note this on our feedback list that we'll be going over this week for the next iteration. 

As far as your overlaying images idea to cheat.. how would a player easily do that anyway?  I can't offhand think of a program that lets you place a transparent image over a browser / flash game.. but I guess those exist somewhere.. heh.  I guess my quick thought to that is that I'd sorta be flattered if a player wanted to spend that much time to cheat on my Flash game... :)  You can't stop cheating really for most Flash games but if it proves popular then I believe the time it takes to lock down a game to make it harder is well spent.  Most likely a lot of games never get popular enough to get rampant cheating anyway so I don't wanna do anything too early that isn't gameplay related.

I think that playing your "don't touch the walls" game idea based on visual memory is more fun than the ones based on precise movement of the mouse.

Thanks.  I am not very fond of "avoiders" either and was hoping our take on a similar mechanic might prove a little interesting anyway. 

The feedback we've been getting from this thread here has been very helpful and I am looking forward to finishing up the next version of this game.

@jkd:

Thanks for the glow filter mockups!  It can often be a fine line style wise when trying to do a intentionally minimal game to not just have it look 'plain'.  We do realize that our 'sprite' graphics are still prototype quality in that they got exported a little blurry but we are going to clean them up.  We like the shapes and colors of the sprites but they do need to be sharpened up.    I do like what you are saying as far as using some visual effects besides just altering the alpha-channel on the levels when the player 'peeks'.  I will add that to our feedback todo list here so thanks for your input!

Like I mentioned in an earlier part of this thread we will be going over all our feedback and working on the next version this week.  I'll post it here when it is uploaded.

Thanks again everyone for your time.  I feel we've gotten some really great feedback from this forum and that will help make this a much better game.


Title: Re: Blinkout - Need some feedback please
Post by: DDams on May 11, 2009, 02:09:53 PM
I just tried it, and it's a very nice game :)

I liked the mechanic, especially the core strategy of "I remember so I take a risk" versus "I'm careful so I'll blink". The sound design is very good and adds the required tension to the game.

As reported earlier, I also missed the "cycling" theme, and tought that I completed the game after the sixth level. Maybe you should add a little clue of this concept (for example an additional fading text at the begining of a cycle saying something like "second round" or "unfinished bussiness").
Making it too obvious would ruin the idea, so I think a little message should be fine :)

On the technical side, i faced a small bug on my first try. I lost a the third level  (collision) of the first cycle. When I clicked "Try again"  the game restarted but the "game over" menu was still visible.
I don't know if this could be related but I didn't used the "blink" on this first attempt (that damn habit of trying games without reading instructions ;))



Title: Re: Blinkout - Need some feedback please
Post by: adam a on May 13, 2009, 09:19:33 AM
Interesting idea I thought. My first impression was that the difficulty is too hard, or at least the curve was too steep. I found I could remember where I was supposed to go but I kept crashing anyway. Some more leeway would be nice, I think someone said making the collision area of the ship just 1 pixel, like in many shmups. It might also help to start with one or two really simple levels (kind of a tutorial) like just a wide, straight line, so people can get the hang of the mechanics.

On the design side I liked the black / white contrast and the random weird shapes jutting out of the neat bits. Kind of like a Rorschach blob, it's a nice touch. I would emphasise that, try to make the other display elements (score, light gauge, etc) more in keeping, maybe not monotone but more subdued. Especially the pickups, ship and goal objects. They stick out from the scenery and it would help beginners if it's immediately obvious what the goal is. Some simple icons would be better I would say. I also liked the alpha glow idea that was mentioned, subtle use of something like that would brighten the game up.

It's a very novel idea though, which is nice. I'd like to see future versions.


Title: Re: Blinkout - Need some feedback please [New version update on May 26th, 2009]
Post by: HybridMind on May 26, 2009, 06:13:25 AM
I have posted a new version (http://hybridmind.com/bo.html) of Blinkout with changes based on feedback received here and from others.  I updated my original post as well above.

v0.9.7 changes
  • New mechanic where charges are persistent across rounds. Charges are now worth more if the player waits to harvest them on later rounds. Ghost charges are shown in their place as a reminder to the player that a charge had been collected from that spot
  • Added floating text near player to represent the cost of showing the level
  • Added floating text near player to represent the cost when you crash into a wall
  • Added floating text near a collected charge pod to represent how much energy it was worth
  • Fixed bug where FAIL menu was left once player hit Try Again
  • Hacked UI to show round and level progress text for the meantime
  • Added 2 new levels for a total of 8 now
  • Changed some menu text
  • Added background image to main menu
  • Player now starts with 3 energy to allow them to 'show level' right away

The mechanic of collecting the charge pods has been changed a little now.  It is now similar to the idea presented by Nandrew where the energy pods are worth more energy on later rounds.  This means that the player can learn to grab or not grab certain pods on levels because they are persistent between rounds.

Ghost pods are shown in place of any pods which were collected.

We have also added 2 new levels for a total of 8.  We added another easier level and a medium level too.

So far I do like the new mechanic.  It leads to our goal of wanting to encourage both spatial memory and resource conservation as well as a neat new mechanic of causing the player to have to avoid pods early on in the dark while waiting to collect them later on.  This is a neat twist I feel where a player is encourage to treat bonus items as danger items depending on context.

We may need some further balancing or tweaking no doubt and I look forward to anyone's thoughts on this.  We are waiting on redesigning the UI until we have the gameplay settled down.  We are also waiting on any of the graphical treatments and suggestions we've received above (some really great ones!) until game play is more finalized. 

I did add some small changes to the UI to temporarily show the round # and level # more obviously as well as floating charge points and show level / wall hit cost texts in the game area.

Best regards,
Dave Evans
Hybrid Mind Studios


Title: Re: Blinkout - Need some feedback please [New v0.9.8 update on May 30th]
Post by: HybridMind on May 30, 2009, 05:23:58 AM
Just released a new update (http://hybridmind.com/bo.html) to Blinkout. 

Screenshots of latest version:

(http://hybridmind.com/boscreen-2.jpg)

(http://hybridmind.com/boscreen-3.jpg)

Change log of latest version follows:

v0.9.8 changes
  • graphics for ship, key, gate, and charges have been cleaned up to be crisper
  • key is now visible until collected to provide reference goal
  • collected charges on a level are now faded and tinted red to further emphasize that they have been used up during a previous round
  • new UI has been integrated that better reflects the current game play and style
  • a warning light and sound will now flash when the players energy is low enough that they will die if they hit a wall
  • fixed and/or removed tweens on certain items that weren’t working/needed
  • change to mechanic so that the player can now blink as many times as they have energy for without waiting for the blink cycle to finish
  • added new UI effect during blink where a roving eye appears and rotates around as well as it displaying the cost of the blink overtop of the charge counter
  • on FAIL screen it now displays what round out of 6 you died on to help emphasize the scope of the game and encourage replayability
  • added a ghost ship trail that can help with back tracing the players path through the dark as well as providing a little more visual interest to the blackness of the levels
  • ghost ship trail is timed so that the most recent ghost ship indicates the save point of the player so they know where they will warp back to if they hit a wall
  • made the main menu BLINKOUT letters have a pulsing fade effect
  • added text to WIN screen that tells how many charges you had left when you win and how many bonus points that earned you
  • added 10,000 point bonus per charge remaining if the player manages to beat all 6 rounds of 8 levels
  • BUGFIX: time warning wasn’t triggering on round 6
  • BUGFIX: if the level was being shown and player crashed into wall.. nothing was deducted

Todo still:

  • Since the new UI has room at the bottom for a message/status system we still need to implement both context specific messages and rotating general info / instructions for players.
  • Update "How to play" screen with latest UI graphic and streamlined instructions
  • We are considering an intertitle screen each time the player clears a round (rounds are 8 levels and there are 6 rounds in total) that will explain easily the ways the mechanic and stats have shifted as they are advancing.

As always, we are still open to receiving feedback from anyone who has time to try this out.  We are coming down the home stretch on final polish and tuning and that is exciting as Jeremy and I have been working on this project on and off now for 2 months and it'll be nice to have it wrapped up and put it in front of sponsors over on Flash Game License soon. 


Title: Re: Blinkout - Need some feedback please [New v0.9.8 update on May 30th]
Post by: Nandrew on May 30, 2009, 10:42:54 AM
Heya,

Finally had a chance to play this, and it's a much more polished offering overall. I like the new overarching game dynamic/resource management (though I may just be biased) and I think that the various small interface tweaks go a long way towards easing the player in and giving them the feedback they deserve. :D

The furthest I've managed to get is round 5 of 6. Not sure how people are going to manage on that fiendish final level. :P

Ciao for now, I hope this project goes well.


Title: Re: Blinkout - Need some feedback please [New v0.9.9 update on June 1st]
Post by: agj on June 01, 2009, 05:10:19 PM
It's improved a lot. The trail, in particular, was a smart choice. I think that the game is still too hard, at least for me.


Title: Re: Blinkout - Need some feedback please [New v0.9.9 update on June 1st]
Post by: HybridMind on June 01, 2009, 05:28:36 PM
@Nandrew:  Thanks for giving it another play through and for sharing your thoughts!

@Agj: Likewise, thank you.  I am concerned about the difficulty curve as well right now.  I am too damn good at this game to be able to judge it at all and while people are seeming to enjoy it I don't think people are getting very far.  That is why I'm asking for the feedback focus below.


New version of Blinkout posted (http://hybridmind.com/bo.html) June 1st, 2009

v0.9.9

    * Added round intertitle screens to display the rounds stats and tips every 8 levels
    * Updated instructions and UI graphic on instructions to reflect current gameplay
    * Added rotating instructions and context based warnings in UI message window area during game
    * Added 6 unique tips, one for each round intertitle screen
    * Added sample sponsor movie example
    * Added mochi encrypted preloader with custom background graphic
    * BUGFIX: you can no longer use the keyboard to fight the rebuilding ship tween
    * BUGFIX: you can no longer hit ESC for menu when that doesn't make sense

Feedback needed:

The major thing we need feedback on now is if this game is seeming too difficult for first time players... so give it a whirl if you have a few minutes.  Nothing to install as it's Flash and let me know how far you get and what you think. 

We're welcome to any other comments as well for sure and the feedback we've received here has already helped shape the game a lot.  Thanks everyone!

Best regards,
Dave Evans
Hybrid Mind Studios


Title: Re: Blinkout [v0.9.9.1 update on June 2nd]
Post by: HybridMind on June 02, 2009, 10:28:11 AM
New minor update to Blinkout. (http://hybridmind.com/bo.html)

 v0.9.9.1 history

    * Pulled the extra instructions text
    * Added M for mute.. ESC for pause menu to the rotating instructions messages at bottom
    * Stopped the round intertitle sound looping
    * Changed the first round tip to be worded differently
    * Fail screen now tells you the level and round you were defeated by
    * Added links to appropriate places
    * BUGFIX: There is something going weird with the control keyups/keydowns after a wall crash that needs fixing

While we'd still welcome any difficulty curve related feedback (or other topic feedback) we've opened this up to sponsor viewing over on Flash Game License now.  It was approved yesterday evening for sponsor viewing and we are already getting some bid interest so that is quite exciting after all the work we've put in these past couple months.  Jeremy and I would definitely like to thank everyone here who has left their feedback!  We'll post an announcement in the appropriate area once the game is released.

Best regards,
Dave Evans
Hybrid Mind Studios