PDA

View Full Version : Feedback request: Su Doku Live (Mac OS X now, Win in April)


pls
03-08-2006, 07:13 AM
Hi folks. I'm into alpha testing of this baby for Mac OS X. So if you have a Mac computer you can help. License offered to all those that actually decide to give me some sort of feedback (please create a user in the game forums so that I can keep track of the e-mails that earned the registered version, if you want it - leave your feedback here off course).



First of all a bit of an intro:

The game needs to be a bit polished for release. The basic is there already, but there quite a bit of detail that I want to add (mostly graphics and animations, a Su Doku teacher, tournament support, and the list goes on). I want 12 monthly releases during the first year, so features are scheduled for those special events.



The sales talk goes like this:

--- Start of sales talk: avoid if tired of the same old song and dance ----

The Su Doku Live advantage...

There are many computer implementations of the Su Doku game but we are releasing the definitive one!

- Live multiplayer games, to be played in your local network or over the Internet, in cooperative and competitive modes! Feel the additional pressure of solving puzzles against live opponents. It’s a whole new way of playing the game and it really works well!

- Single player modes give you unlimited Su Doku puzzles, a pen and a pencil to insert your numbers along with notes for possible values in each grid position.

- Four levels of difficulty, a puzzle generator and the ability to add new puzzles to the system will satisfy the most demanding player!

- Error detection with sound and animation will help you thru the hardest of challenges. A full Su Doku solver and a hint system are available in single player games.

- Load and save your Su Doku at any time. Your entries and notes will be safely stored allowing you to resume your games on a later date.

----------------- end of sales talk: sorry for the old BS -------------------



The screenshot links:

Screenshot: on-line competitive game (http://www.deadpixelgames.com/Graph/sdk_bigscreen1.jpg)
Screen shot: on-line cooperative game (http://www.deadpixelgames.com/Graph/sdk_bigscreen2.jpg)



The Mac OS X demo (Windows in April)

http://greedy.mrnet.pt/sudoku/distro/SuDokuLive.dmg (Always the latest version in URL)




The system requirements

Mac OS X computer with hardware OpenGL (this means most desktop G3 and no portables G3 based). All G4/G5 Apple Macintosh computers (including portables).

Mac OS X 10.4 (Tiger)



The kind of feedback I am interested in...

I am new to this... not to coding games (my first game was released in 1991 for the amiga http://www.thelegacy.de/Museum/7539/) but to the concept of finishing and selling them (or make an attempt at it). I already found a publisher I am comfortable with and we should sign our non-exclusive contract in the next few weeks (he is in this forum BTW).

So any opinions on what I doing wrong or right are welcome. My expectations are "zilch", none, have no idea if the game will sell a single copy or a zillion. I suspect most shareware does not sell. Period. But let me try this thing and see how it goes. My lack of expectations should not be confused with not planning to make an effort to make the game succeed, which I surely will.

My second game will follow in June or so. So before I even have time to think about how the first was a success or a failure I want my second one out. I already convinced myself that the lifecycle for indie games is rather big, and that the first few months will probably have no sales at all, so I'll be busy instead of feeling down and/or anxious about results.

This indie coding sure is a lot of work but it has also been fun. My wife is not so happy about the last couple of months but I already promise myself that I'll spend the first few licenses in flowers for her, maybe she can forgive me for being absent for so long.


Bugs you already know about

The game takes way to much CPU space. I know how to fix it, so it will be a lot lighter before release.

Everything else reported in the game forums (so far) has been fixed...


Thanks in advance to all those that reply! :)

Paulo Laureano

Jay_Kyburz
03-08-2006, 02:00 PM
Hey pls. I did load it up and have a try (you told me to in the blitz forum:-) but i have no idea how to play this crazy Soduko so i'm going to wait until you implement the teacher!

Looks awesome!

pls
03-08-2006, 04:25 PM
Thanks Jay.

Hopefully someone else in the forum actually knows how to play the game and gives it a go... :-)

PLS

bodgey
03-10-2006, 04:15 AM
It looks really good and very professional but it's missing a few things functionality wise.

Some things wrong with it from my point of view:
* there are no menus so you have to use the menu bar, I think at least a few buttons on the canvas for starting a new game, etc.
* tool tips on the pens would be useful because no one reads the readme files. (I guess not necessary if you have a tutorial)
* you can erase the initial numbers by unstamping them and then erasing them. I erased all the numbers and just wrote out a complete puzzle I had written down so I managed to finish an evil level in about 2 minutes without using a solver (may be a problem in multiplayer games)
* clicking a few pixels below the line puts the number in the box above the one I clicked on

I couldn't get the multiplayer game to work because there were no games in progress but the whole mutiplayer thing is way too complicated. First of all I don't get why you need to send an activation code to my email and I have to fill it in for multiplayer to work (btw, command-V doesn't work for pasting the code). The only reason I can think is to get some email addresses but you can't use them anyway because that would be spamming. Unless that's a full version registration code, in that case ignore the above.

But either way I think your multiplayer menu should only have a 'join game' button, and an 'advanced' button which takes you to a screen where you can create a game. At the moment the IP address, game types, list of servers, ... seems a bit confusing for a casual player. And I think a button on the canvas to take you to the multiplayer menu would also be good.

I think the multiplayer version would really be something but I'm afraid at the moment the game would appeal more to hardcore sudoku players (which would make the tutorial useless), and not casual players.

Optional background music might be nice too if it's not distracting.

Overall a very good looking game that just needs to be made a bit more user friendly.

Hope that helps,
Bojan

Edit: just remembered, again user friendliness, pressing ALT (may be better to call it OPTION on Mac, not sure) works well but it's only in the readme file, you could have a toggle button on the canvas that toggles between normal mode and mini numbers mode, with tool tip saying you can hold alt for the same effect

pls
03-11-2006, 06:06 AM
bodgey: Your feedback was exactly what I was looking for. Thank you very much.

PLS

Shaz
03-11-2006, 02:40 PM
Any chance this is / will be available for PC? I love sudoku, but I've only SEEN a Mac once in my whole life! Would love to be able to play...

SpacedGamer
03-12-2006, 05:01 PM
I gave my mum a game on this as she's a big fan of su doku, and it got a definite thumbs up. I still haven't taken the time to learn the game, but yours is well presented, and I think it could do well.

pls
03-12-2006, 06:43 PM
SpacedGamer said "Any chance this is / will be available for PC? I love sudoku, but I've only SEEN a Mac once in my whole life! Would love to be able to play..."

Off course it will be available for the PC! Wanna help me thru testing? I should have the first alpha this week (it shares most of the code with the mac version that has gone thru a couple of weeks of testing, so it should not that "raw" for a first alpha release).



SpacedGamer said "I gave my mum a game on this as she's a big fan of su doku, and it got a definite thumbs up. I still haven't taken the time to learn the game, but yours is well presented, and I think it could do well."

Thanks for the "well presented part"! If you help me beta test the PC version (hopefully will be ready this week!) I'll offer both you and your mother a license (seriously). :)

---

Interested parties in helping beta test the PC/MAC/LINUX versions please join the game forums (i.e. the beta testing community) at:

http://forums.deadpixelgames.com (EDITED ON 13-06-2006)

...both of you are of course invited, as well as "bodgey" (a major influence in most of what will appear in the next version - read his message here and you will se what I'm talking about - tremendously helpful).

PLS

bodgey
03-13-2006, 01:18 AM
You're welcome. If you want really good feedback you should post your PC version, then the more experienced people will be able to help you out.

http://forums.deadpixel.com
This doesn't work for me, deadpixel.com works fine but the forum one doesn't.

Bojan

pls
03-13-2006, 12:30 PM
http://forums.deadpixelgames.com/

... my mistake. Sorry.

PLS