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TIGSource ForumsDeveloperPlaytestingAstro Golf - help balancing the game out
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Author Topic: Astro Golf - help balancing the game out  (Read 148 times)
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« on: October 04, 2019, 11:56:04 AM »

Hi all,

I just launched my first game, Astro Golf. The original premise, at least, was "Desert Golfing in space".

I've been having some interesting feedback - some people find the game too hard (the gravitational physics maybe aren't very intuitive to some), and some people find it a bit dull.

To address the latter point, I recently added a "Hard mode" - where you are only allowed a single shot per level (you can access it in the menu). Strangely some people are finding the hard mode to be easier - partly because taking the same shot many times allows you to actually learn something about the level - so in some ways it has also addressed the former point.. One idea I have is to add a "ghost" aim arrow in hard mode, to make it even easier to do this iterative learning. I am also wondering if "hard mode" should actually be "easy mode".

Basically: I'd be interested in your observations & thoughts on this topic. You can download the game on iOS, Android for free (first 10 levels can be played repeatedly). link is either astro.golf or https://spatulainteractive.itch.io/astrogolf

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« Reply #1 on: November 03, 2019, 04:23:06 PM »

hey I like your game and the minimalist style, but I'd suggest juicing up the 'game feel' especially shooting the ball bc that is the main action.

I'd recommend the following videos:

Secrets of Game Feel and Juice | Game Maker's Toolkit

Juice it or lose it - a talk by Martin Jonasson & Petri Purho

Jan Willem Nijman - Vlambeer - "The art of screenshake"


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