- I was surprised that I could play a fast-reflex game with the accelerometer, so that's great. Smiley It would be easy for me to say that I prefer all-touch controls to move the character, but due to the mechanics - like touching to scare the birds - I realize this probably wouldn't work.
One of the things I set out to do with this game was make something that felt unique to a mobile device and used the gestures and unique features that they had access to. That being said I am still not happy with the feel of accelerometer input. After playing Doodle Jump for awhile the other day I can tell they are handling the accelerometer input in a different better way and I want to get to that level.
- For this type of game, I would strongly suggest most input to react as soon as it can. What I mean is: for scaring the birds, make it react as soon as you touch the screen, instead of when you take your finger off. For swiping across, check every frame to see if the swipe is long enough, instead of only when you release. This should improve responsiveness in those cases. Unless you have a good reason for keeping it this way, of course!
This is actually the way I originally had it. What my beta testers found was that you could preform the same basic gesture to clear both the tap and swipe obstacles and do it over and over again (essentially input spam) and never have to worry about these obstacles. I never want the most efficient way to play the game be the least fun, so I adjusted it. The trade off is that it feels less instantly responsive, which is kind of a bummer
- I found it fun to tap the screen at the rhythm of the music as I was falling, though that is not a game mechanic! Maybe for another game...? Wink You could also try other ways to generate the obstacles, like Tree suggested.
Yeah I will probably mess around with this.
How is your beat detection? That should be the heaviest non-graphic thing running. Unity's profiler in deep profile mode should help seeing that, if you want and haven't already (I'm not sure of how used you are to Unity, so I keep mentioning Unity things that you might already know).
Beat detection is completely offline. I pre-calculate everything so there is no runtime cost. However I am doing a bunch of performance improvements for the next beta. Hopefully it will run a little smoother.
- In the game over screen I got about 22 fps at best and I'm not sure why.
I am using this blur effect on the vignette shader that I don't use in game. It's subtle, but it looks pretty nice and honestly I am fine with the frame rate not being stellar on the menu screens. (If I get around it I'll probably cap the frame rate for menus at 30)
- I was genuinely a bit confused by the menu layout, and that was made worse when I stupidly pressed the change mode button on top and couldn't understand why everything was locked. Tongue This is the point that I would say was the least good for me. I think the thing that confuses me is having a button on top and another on the bottom. The top button could be removed by placing the credits button in the settings screen (or maybe share the bottom of the screen with the settings button) and the change mode button could be below the name of the level, i.e. the place where it says "Level 2" and "Endless" would become a button in itself, maybe by adding a smaller styled white border like the whole menu has. Does that make sense?
This worries me. I am going to mess around with the buttons a little bit. Most likely will have two at the top and hopefully that may make them look more like buttons.
- You'll probably change this for the final game anyway, but I will mention it. Tutorials shouldn't play again if I already completed a level. Especially if they aren't skippable and there isn't a way to exit. Wink
Yeah definitely. Just haven't had time to put in the flag to disable them yet. (Also I wanted my testers to test them
)
- Once, at the change of a music section in level 3, I got beams placed something like this:
Those are a little scarier then they look, you can squeeze pretty close to beams and make it out. I may adjust some of the spacing to make it less scary for new players.
That's it! My feedbacks lean towards talking about things that could be better instead of saying what is already good, so I'm sorry if it sounds like there are more bad things than good. There aren't! The game is cool and I'm especially surprised that this is your first game. Your work shows. Keep it up!
Thanks for the feedback canislupus! The critical feedback is the most useful in many ways because it will help me fix up the game before it goes live. I appreciate you taking the time to write up some much detailed feedback.