Thank you for the feedback folks, This is all really useful
@HeysamiI don't actually have a name yet. I've been calling it 'Sole' throughout development, but that was just a word that I heard on the TV when I was creating the project on Unity. Any suggestions?
@cutandreil
I like that you don't know what it is going to be, It is a nice surprise to find out, but agreed about the upgrade thing, I'll make it so, after you have depleted a building the first time, if you havent discovered the button it sort of flashes up and says 'hey, I'm a button over here'
I'm trying to repro your bug now too
@JamesRossi
I think that would be a nice feature. I was toying with the idea of having some puzzle based runs ( another door called the 'Puzzlemaster' ) - clearing a dungeon in n moves rather than x time. A similar play style, but one that is slow and thoughtful. Sound interesting?
@SlushyI saw your video over at
http://www.youtube.com/watch?v=ZxIl73CbRE8 - Cheers!
@HandCraftedRadio.Man, i spent so long on that Time thing. It was originally something far less abstract with a bar that filled and depleted, but playtesting showed that people didnt really pay attention to it, and I want the eye focus divided between the corridor and the grid, and a third thing to look at was overwhelming.
I'm still not totally happy with the way it is now for the reasons you say. I tweaked the tutorial messages but that still wasn't a 100% hit rate. I think it needs to be something more in the domain of the game -- why is being over on that side a loss? Any ideas?
I agree about the difficulty curve too - the way you describe it is how i want it to be, and I'm tweaking it to get there based on these stats. That said I don't want to be 'dying' - the main reason I didn't go for a health bar, because completing a run, even if you only get 1 or 0 objectives is still a success, you've still advanced your position. I think this might just because, being for mobile one of they key things i wanted was, its something you can play for a few minutes, and you'll have actually gained something for the next time you play, even if it is a week later. Make sense? Or any ideas how i could keep that but have it less grindy?
Your third point is the most important one I think. This is still my biggest problem, Sometimes you won't have what you need, this means you'll have some other, less salient stuff on the board ( usually stone/wood ) To get top tier scores means, in the downtime between obstacles, you clear out wood and stone so you'll have what you need when the time is right, but I'm still having a hell of a time telling the player that. I'd love some input on that.
Cheers,
Luca