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TIGSource ForumsCommunityDevLogsLumena: A no-nonsense rhythm game
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brock555
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« Reply #20 on: February 19, 2014, 08:57:46 AM »

Crowdin is a very good translation service, you can add a list of languages you'd like and you add the text you'd like translated. It's free for 90 days I believe.

Thanks kurtss. We ended up using gengo.com this time and we were very impressed with their service. I'll check out your recommendation though for the future.
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brock555
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« Reply #21 on: February 24, 2014, 11:45:06 AM »

Over the weekend we had our first public showing of Lumena at the Indie City Games meetup. The response was fantastic and we were able to gather a list of areas to improve. Being able to watch people play your game is truly an invaluable experience. Today we released an

for the game.

 

Let us know what you think.
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brock555
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« Reply #22 on: March 07, 2014, 12:49:38 PM »

Last week we sent out a beta version of Lumena to a select few. Just like our feedback from the Indie City games meetup, the feedback from the beta was overwhelmingly positive. We were super encouraged to hear words like "addicting", "fun", and "challenging" mentioned again and again.

One detail of the game that people especially love, including us, is the lighting-fast speed of our quick retry. For those of who have not watched our early gameplay footage, when you retry the game you are instantly placed back into the action and the shattered glass reforms. Unlike with our past titles, we knew early in development that we wanted to tailor Lumena to a hardcore audience. We are targeting the type of player that enjoys the punishment that games like Super Hexagon dish out. We spent several days fine tuning the retry experience to remove any pain or frustration. That hard work seems to be paying off.

Going into this beta we knew that the levels still needed work. All the levels were playable, but they lacked the refinement that we intend to give. This is the one area of criticism that most players voiced, but we are confident that we can address this as we refine the level designs, and finalize the progression of difficulty.

To ensure that we ship the best game that we can, we have decided to give ourselves a few more weeks. This means that instead of an April release, Lumena will release in May. We're sorry to disappoint, but we think you will thank us once you play the game.
« Last Edit: March 07, 2014, 12:59:28 PM by brock555 » Logged

brock555
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« Reply #23 on: March 18, 2014, 07:34:16 AM »

Brock spend most of last week working on app store screenshots. It was a fun, but time consuming process that took several days of photoshop work. A special thanks goes out to his wife for photographing his hands holding different Apple devices. The end result of his hard work are eye catching and easy to understand screenshots.

iPhone screenshots are below.









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Rebusmind
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« Reply #24 on: March 19, 2014, 01:36:25 AM »

The 'Don't Cry' screenshot needs a tear running down the device. Durr...?
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brock555
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« Reply #25 on: March 22, 2014, 01:01:32 PM »

The 'Don't Cry' screenshot needs a tear running down the device. Durr...?

Not a bad idea!
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brock555
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« Reply #26 on: March 22, 2014, 01:05:53 PM »

It is a big week for Lumena development. You know the development of a game is wrapping up when our attention shifts to teaching players how to play. Mechanically, Lumena is a simple game. One of the simplest games we have made. But, we don’t want to frustrate the player trying to understand how to play the game. No, the frustration needs to come once they understand the goals and can’t reach them!

We are taking a two pronged approach to instructing players. The first approach to is to communicate the mechanics as simple as we can through our marketing materials. We boiled the mechanics down to a few bite-sized ideas in the screenshots. We further repeated these ideas in the game’s description text.

 

“Lumena is a no-nonsense rhythm game with an original electronic soundtrack from Modbom.

Playing Lumena is EASY. Fling the colored disc toward a matching colored light.

Succeeding at Lumena is… NOT EASY. You’ve been warned.”


 

This is a good start. People will be able to make an informed buying decision. If they take the time to look at the screenshots, we’re pretty confident they will know how to play. But, people have short attention spans a tendency to skim on screens. Also, there may be a gap in time between buying and opening up the game for the first time. Explaining the game in the marketing is a great start, but not enough on its own.

The second prong is the in game tutorial. This is a delicate matter. We don’t want to insult players’ intelligence by holding their hands. When designing games we picture our players as intelligent and experienced. As gamers we despise being forced to endure long tutorials. But we appreciate the act of discovering things on our own. That might not describe ever gamer, but we lean in that direction and imagine our customers being like minded.

Lumena is a minimal game. This fact underscores our need to keep our teaching small. The big principle being show rather than tell. We only use words as a last resort. Lets walk through our in game instructions.


1) Game board fades in




2) There is a delay then the disc animates in. The delay focuses the player’s attention on the disc.




3) Disc pulses to further draw attention and communicate the ability to touch.




4) An indicator animates toward light panel over and over again hinting at the desired action.




5) After five seconds the word “Fling” fades in. (This is our last resort.)




We’re confident that this two pronged approach will work. A lot of time and attention went into making it as simple as we could. As with most design—complexity is easy, but simplicity is hard.
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brock555
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« Reply #27 on: April 01, 2014, 07:21:55 AM »

We are so close to shipping! It looks like Friday is going to be the submission day.


Last night Brenden wrapped up the final icon. Check it out.

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brock555
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« Reply #28 on: April 06, 2014, 07:19:54 PM »

We submitted version 1.0 to the AppStore on Friday. A tentative release date has been set for May 8th. Tomorrow we're starting work on a kick A trailer.

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Rebusmind
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« Reply #29 on: April 06, 2014, 10:46:37 PM »

Congrats! Looking forward to the release. Smiley
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brock555
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« Reply #30 on: April 07, 2014, 08:51:38 AM »

Congrats! Looking forward to the release. Smiley

Thanks!
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brock555
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« Reply #31 on: April 10, 2014, 08:05:18 AM »

Lumena is still waiting for review, but we're hard at work on an official release trailer as well as some other level preview videos. You can expect the trailer either today or tomorrow.

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brock555
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« Reply #32 on: May 12, 2014, 07:09:47 AM »

Lumena launched on May 8th on the IOS App Store. Purchase it now for iPhone and iPad https://itunes.apple.com/us/app/lumena/id464948279?mt=8
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Rebusmind
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« Reply #33 on: May 12, 2014, 07:42:11 AM »

Will do! Congrats! Smiley
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