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TIGSource ForumsDeveloperPlaytestingCurve Fever looking for feedback
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Marc Wilhelm
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« on: May 09, 2017, 05:47:34 AM »

Link to Game:
http://www.curvefever.io

Link to Survey:
http://client.ludenslabs.nl/hmg/001/?s=tigsource
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“Failure isn’t a necessary evil. In fact, it isn’t evil at all. It is a necessary consequence of doing something new.”
― Ed Catmull, Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
Eyon
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« Reply #1 on: May 14, 2017, 11:52:48 AM »

Just play Curve fever 3, it was fun even if I kept losing  Smiley
Is there any music? I didn't hear any, but maybe the button was checked off?
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Marc Wilhelm
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« Reply #2 on: February 22, 2018, 06:08:01 AM »

Hey all, it’s been a while. I am working in Amsterdam on a small indie team of 5 guys and we are doing a limited 6 hour playtest for Curve Fever Pro (beta) online today. Would love your feedback!

Link to playtest:
http://test.curvefever.pro

Link to playtest survey:
https://goo.gl/forms/YSNSjF5FTkc2nt2L2

Thursday 22/02/2018

16:00-22:00 Central European Time (Amsteradm)
10:00am-4:00pm Eastern U.S. (New Amsterdam)
7:00am-1:00pm Pacific U.S. (SF)





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« Last Edit: February 22, 2018, 06:18:07 AM by Marc Wilhelm » Logged

“Failure isn’t a necessary evil. In fact, it isn’t evil at all. It is a necessary consequence of doing something new.”
― Ed Catmull, Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
Marc Wilhelm
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« Reply #3 on: February 22, 2018, 01:17:46 PM »

Thanks to those of you who joined us.  Grin Grin  Toast Left Toast Right The game launches Monday February 26th. We have lots to polish. Wish us luck. Would love your feedback.

Play the game here when it Launches

http://curvefever.pro

-Marc and the Hidden Monster Games team
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“Failure isn’t a necessary evil. In fact, it isn’t evil at all. It is a necessary consequence of doing something new.”
― Ed Catmull, Creativity, Inc.: Overcoming the Unseen Forces That Stand in the Way of True Inspiration
nkm
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« Reply #4 on: February 27, 2018, 10:50:24 AM »

Played it a bit... here's my feedback:

+ looks great
+ polished feel

- the game is a bit slow
- ship turning is not fast enough. Maybe you should allow for fast turning at low speeds and slow turning at high speeds.
- slither.io allows you to cross your own tail which is tactically interesting as this allows you to retreat a bit when it gets hot. I'm missing that here but maybe I simply played slither.io too much Smiley
- the music becomes a bit annoying after a while.

Keep it up!

« Last Edit: February 27, 2018, 11:02:40 AM by nkm » Logged

Bober RS
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« Reply #5 on: May 13, 2018, 01:21:03 PM »

I think you exploited the idea to the limit. The gameplay is impeccable and thoroughly designed. If there is any problem with the game, I suspect it concerns tournament-based mechanics of the game:
  • One can give up the game at the very beginning, just because he didn't put enough effort to gain basic skill. You play for the first time, you lose, you get annoyed and don't want to wait a couple of seconds till the next match. It requires a bit of patience and prospect of winning to try once again.
  • It's not as addictive as it should be. I appreciate the idea of gaining money and gems, buying new skins and powerups, it's kind of rewarding and gives you some sense of general progress. But still - the gameplay itself gets repetitive. Once you lose, once you win. Maybe it's about competing with only 7 players at once. Maybe it's about the restricted rectangular area. Or maybe it's something that concerns every single multiplayer game?

I don't have any ideas of how to solve the issues. I guess they are closely related to the primary concept of the game. Anyway, great job!
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