BeauBo
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« Reply #2 on: November 13, 2020, 08:40:16 AM » |
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I'm not super well versed in this kind of stuff, but I'll do my best.
I think determining the price of skipping a level is pretty context based and depends on why someone would want to skip your level and what the level actually is.
For example, if skipping a level is a convenience thing, like for example if a player might find a specific type of level uninteresting or requires a playstyle they find repulsive (like if they really hate ice levels) I think watching an ad is a good price. Where possible your player should enjoy playing your game, and if they would genuinely rather watch a 15 second ad than play this level, then that's a decision they should be able to make. As for the issue of already using an ad to replay the level, are there different lengths of ad you could use to differ them? If not is it a major issue if you use it for both of them?
But if instead it's a difficulty thing, such as a level just being too hard, I think the coin solution might be better, that way you can't just skip every level, the player has to make a meaningful decision about which levels to skip, and skipping a level would potentially feel more like a strategic decision rather than admitting defeat, which in most cases is a more desirable experience for your player.
If it's somewhere in-between, a combination could would, but idk, when I play the scenario over in my head it feels wrong paying coins and THEN having to watch an ad, it's the kind of thing that might be my breaking point with the game if I was already considering quitting, especially if I didn't know the ad was coming after paying, but it might be palatable to other players so I'd only recommend combining the two if you have a few playtesters available.
Having the option to choose between both instead is also another possibility, but also feels... Messy? Idk if that made sense sorry.
Sorry that was kinda rambly but to summarize: In my opinion, probably an ad if it's a convenience thing, probably coins if it's a difficulty thing, both as either a combination or an option could work but should most definitely be playtested (you should playtest anyway if you can, but those in particular I think need playtesting).
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