I don't like Sectors by RonnyEGT
Take the challenge on surviving the longest in this crazy fast-paced reaction game!
| Windows | http://gamejolt.com/games/arcade/i-don-t-like-sectors/41165/ |
| Original URL | https://ludumdare.com/compo/ludum-dare-31/?action=preview&uid=46224 |
Ratings
| Coolness | 63% | 3 |
| Overall(Jam) | 3.24 | 468 |
| Audio(Jam) | 3.00 | 392 |
| Fun(Jam) | 3.06 | 484 |
| Graphics(Jam) | 2.77 | 725 |
| Innovation(Jam) | 3.03 | 509 |
| Mood(Jam) | 2.79 | 682 |
| Theme(Jam) | 3.24 | 754 |
(PS: you may look at the video in there, it might help you figuring out an easier tactic by the way I'd play it, just a suggestion)
But I think a quick reflex-twitcher like this is good if it's hard. The initial moments of learning did confuse me but then I got the hang, and I could see how it puts your brain into that mode on the edge of panic where it's trying to stretch forward and see what's about to happen. Very cool.
I probably would have gotten addicted to it, except for one fatal flaw: the retry loop. Less than a 1-second error instantly ends the game, and it can happen IMMEDIATELY when you start... but then I have to type in a name and then navigate through two levels of menus to play again. I would have played a lot longer if the retry were just a single keypress, and it would remember my name.
My friend was railing on me the other day: "Dude, think about it - the second the player dies, that's his emotional low point. That's the time he's going to decide whether to jump back into your game, or stop playing for either this session or the rest of his life. You gotta make sure you put the effort into making him want to retry and not quit!"
Please excuse me (and tell me) if there was a faster way to restart and I just missed it.
That's a tiny thing though and I don't mean to be critical! You've got a nice game here. Good work.
My only complaint is: no controller support? >__<
Nothing.
Why stop it at all? The consequences of death are just that your score goes back to zero. If it were my game, I would have it so that when the player loses, instead of his square turning red, it turns red and smashes to bits that fly off the screen while you show his score briefly. Then a new square is assembled in the center and he's already playing a new game before he knows what hit him. The only consequence of failure is a very short delay for him to take a breath and watch his score reset. Make him hit a special button to NOT just keep playing.
That's a bit extreme (tho not as extreme as what I did in my own game this LD for the retry problem), and a more conservative plan is just pause it and have him hit space.
Check out a game in this LD called "iceman" and you'll see a nice single-keypress retry loop on an ultra-difficult game. That one I did get addicted to even though it was even more difficult, and a huge part of it was the ultra-quick retry.
the consept is good anyway :)