Thank you for such extensive response!
On that note, actually pressing the planets seemed pretty difficult to do because A) Their 'clickbox' was so small that I'd find that I had actually missed clicking on them and B) They need to be pressed and not held, as in, if I did actually miss them when I initially pressed, I couldn't just slide my finger over them to compensate. I was thinking it would be good if you could increase the gravity on planets merely by having your finger on them instead of having to explicitly press them. In that sense, I could basically play the game without ever having to take my finger off the screen (sort of a weird example but it's the best way I could explain it haha)
Yeah the click area probably need to be increased to make it more functional. The idea of reacting on drag instead on click is a interesting one, I will try to implement in my listener class and see how it effects gameplay.
About level 2-1 it not supposed to be so difficult or long. It takes around 30seconds to beat it without star. Basically stars exist for players that want get high scores and are not necessary to beat level. Which makes me think that we didn’t communicate it in the game and maybe it is not to obvious as we thought it is. Do you thought that stars are needed to beat a level?
But game shouldn’t be frustrating, so maybe we need add some system that shows areas that you should go first, if player won’t succeed certain number of times. Would you like to participate in a little test of that method?
Here is area that when you go there first you can beat it in 30 sec:
And here is whole route:
http://i.imgur.com/jxbnuMO.pngOne of my issues came from the fact that I was kind of expecting some sort of propulsion mechanic. I think back to the NASA missions in which they apparently used the gravity of other planets to 'slingshot' their satellites by building up as much speed as they could by swinging just within a planet's gravitational pull before activating thrusters and boosting out with all of the speed they built up. That's the thing though, as far as I can tell, there is no propulsion mechanic in this game, you're basically at the whim of the planets' mercy.
Well game implements a physics based system, every object got its density, voulme, we don’t move object we apply forces etc. (libGDX with Box2D). We also use Newton law of universal gravitation to calculate force effecting avatar. Using slingshot technique is not exactly possible because source of gravity needs to move, in order for it to work. There is great gifs showing how it works on Polish wikipedia
http://pl.wikipedia.org/wiki/Asysta_grawitacyjna , left one is increase speed right one decrease, I think I will edit English one and add it later
. Thing that is different from real physics is that here force of gravitational field changes during time, so it kind of works like slingshot. If you increase gravity of a planet it is gonna start increasing your speed, because you are falling towards it, but then if gravity will decrease enough that you will not hit the planet(sort of like when planets move away from you), you will end up with higher speed. This “kind of slingshot” is really the only way you change your speed, because we don’t apply any other force to avatars (there is no air resistance), except the initial kick at the beginning of map.
Of course, if I knew I was going to die in 20 seconds, I realize I could have very well just restart the level. Unfortunately, as I said earlier, I'm pretty new to Android gaming so it took me quite a while to figure out how to actually pause the game. Maybe I'm just spoiled by games with in-game pause buttons but I think it would be nice to have one here just to make easier to pause->restart whenever I need to.
Problem was that game is in fullscreen and you didn’t know how to make Android buttons show up again or you didn’t expected that Android back button will open pause menu?
Lining things up proved extremely difficult too because as I mentioned earlier, the stars and portal are so tiny! I had great many instances of just missing a star or portal resulting in a lot of "OH COME ON" moments. It might not hurt to make them just a little bit bigger. You could possibly even introduce their current size as a hard mode or something!
Changing exit and bonus size to introduce difficulty levels seems like a really good idea!
Last note about 2-1, my final solution, as I stated earlier, was doing huge range revolutions around the entire trio of planets which often had my ship going way offscreen. At one point, the ship was completely gone for 10 seconds. I had literally no idea where it went! Maybe for those cases, it might be nice to have a little arrow that points to where your ship is offscreen.
Yep we have already implemented that, it will be available in next update.
Humorously enough, 2-2 took me only two attempts to beat and I beat it with a much more reasonable time, but after a few attempts at 2-3, I felt like I was just going to be stuck all over again, so unfortunately that's where I stopped playing.
Yeah 2-3 is the same thing as 2-1, quite easy if you just want get to the exit, hard if you also want to get star.
I hope you guys don't mind suggestions, but I feel like the gravity changing aspect would be much more intuitive if you could explicitly control how much gravity the planets had instead of just being able to very slowly increase it. As an example, you could press the outer edge of a gravity circle around a planet and drag it around to increase and decrease the gravity. For the bars you could press on the bottom, they could be similar to progress bars that you can fill or empty by moving your finger left or right. How full the bar is corresponds with how strong the planet's gravity is. I have no idea if this would break any puzzles in your game, but I feel like having more control would be a good thing as the current system feels unfortunately frustrating in some aspects.
Suggestion are always welcome. Interesting concept, but I am afraid that is kind different game, more puzzle focused game. Which might be not bad idea - maybe Gravity Escape 2?
But yeah such fundamental change would probably force redesign most of maps.
Thanks again for such great feedback, didn’t expected that
. We will release new update probably next week.
PS.
I am not physicist so I might be wrong, but technique that use thrusters is used when you orbiting around planet and if you speed up in certain points you can travel great distances. Kerbal Space Program knowledge 4 the win
if you interested in games that play with gravity and you didn’t play it you should definitely try it. But I guess you can use slingshot and thrusters at the same time.