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Thread: [Feeback Request] Tiltilation

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    Default [Feeback Request] Tiltilation

    Hey all, I'd really appreciate some feedback on what I hope is going to be my first proper commercial release. I've spent alot of time and effort trying to make this better than my previous attempts, so hopefully this is closer to indie game quality mark.

    Game Name: Tiltilation

    Website: http://www.tiltilation.com

    Screenshots: Shot 1 | Shot 2 | Shot 3 | Shot 4 | Shot 5 | Shot 6

    Downloads:

    Win32 ~ 6meg
    Linux ~ 9meg
    MacOSX ~ 4meg
    Webstart for those of the Java Persuasion ~ 4 meg

    Recommended Requirements: 1 ghz, 256 meg memory, OpenGL Graphics with 32meg (seems to work fine on those embedded intel chips).

    Known Issues:

    - Some people find the view unintuitive, I've been round this loop alot. Comments for sure.
    - Menu control using joypad seems to get confused if you attempt to use the mouse at the same time - workaround: don't do that
    - Fullscreen mode isn't well tested, use with caution
    - Smoothing Mode (Fullscreen Antialiasing) is known to crash (blue screen on windows!) on certain NV cards (NV 6600 for one). This is due to a driver bug with FSAA and textures under 64x64 in size. Again, use with caution - though it is very pretty. (its off by default)

    Controls are either dragging the mouse, using the cursors or via gamepad. It should all be pretty obvious - if not, please let me know about it.

    I've had it tested on as many platforms/hardware combinations as I can beg/borrow/steal. I'd be interested to hear about crashes/failures on other hardware combinations. Of course, I'd also be happy to hear any other feedback also. For market, I'm trying to go for casual players, hopefully elder players who remember the real-life wooden puzzles of a similar style. For bang4buck comparison I'm hoping to sell this game for 10 dollars (9.99 dollars, 5.42 british pounds, 7.9 euros) for which you'll get:

    - 50 additional levels (including new features)
    - Access to the World Wide Best Times tables
    - To finally get enough stars!

    I'm still working on the full game levels so release won't be for a while yet - still so far to go....

    Thanks to anyone who takes the time to play, especially those who feedback

    Kev

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    It's a nice game. However, I find the pov/camera annoying. There's something odd about tilting and looking down from the top. I guess I'd have to try it, but I think I'd prefer a different camera viewpoint.
    Steve Verreault - Twilight Games
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    yea, I agree with servo, the game was cool and all, but it was really confusing tilting it from the top. Also, I guess it makes sense that I move the mouse left if I want the ball going left...and move the mouse down if I want the ball to move down, but that also felt counter-intutitive to me (based off all the monkey-ball I've played)

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    I've just played the first few levels and it seems ok - will have to practice a bit with the mouse but the game will get a bit of a workout here. Is the title a little questionable for the casual market? Hubby and I both had to take a second look...

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    I agree with the others about the perspective on the game... might be worth adding another camera option? Also, is that (the map as laid out in the demo) all of the levels? Given how simple the game itself is, it seems like a bit too few to me... I think upping the size of that "map" screen and adding a bunch more levels will add more incentive to buy for those that are considering it.

    I'd also default it to fullscreen... way better experience that way.

    -Tim
    Nightmare Adventures: The Witch's Prison is now available on PC, Mac, iPad, and iPhone.

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    I'm not sure.. but my best guess for the camera angle would be to have it behind and above the playfield, angled at around 30-45 degrees looking down on the board, and at a fixed distance from the ball. I'd try something along those lines.
    Steve Verreault - Twilight Games
    http://www.twilightgames.com --- http://www.indiegamer.com

    "Do you really think it is weakness that yields to temptation? I tell you that there are terrible temptations which it requires strength, strength and courage to yield to.” - Oscar Wilde

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    Name. Not good.

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    Quote Originally Posted by Pyabo
    Name. Not good.
    Are you kidding? The name is great. It at least made me want to check out this thread .

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    I like the play style, the graphics and the name. I agree about the POV though. My brain says the ball should be falling down.

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    I think the name is great. It runs well and looks good. The view, though, is just whacked. I gave it the old college try, but I can't wrap my head around it. It's extremely counterintuitive.

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    With respect to the view - as mentioned above I've been round the loop a few times. Things I've tried:

    - Monkey ball (behind the ball) view - problems: This game is not monkey ball (as much as it might like to be ). First I'd like it to be something different. More importantly, the people I've tested it on from the target demo (parental units, less game aware players) hate the first/third person view. Too much changes on the screen at once when they turn. Lots of reports of motion sickness.

    - Changing the view to a 45 perspective (either flat on the X axis, or a bit isometric) - problems here mostly due to obscuring parts of the board. If you tilt the board down at the back the front comes up (of course ) and this obscures part of the view. Tested players found this annoying since they couldn't see the board all the time.

    The current players (< 30, just testing people) have mostly stopped thinking about the view - i.e. they got used to it. I realise some people will simply give up straight away because it feels a bit odd - and I'll lose sales. However, I was hoping this is one of the cases where I could try something different and see what happens. On the plus side, several of my elder players remarked how much they like how easy it makes it feel (incidently, this was the initial view and they'd tried others so maybe they were just tainted by knowing what the first one was). I think theres also a case that us games players are a little tainted in perception by the many other games of this style we've played.

    Any other view suggestions appreciated though I'm kinda keen on letting it ride and seeing what happens.

    Re: The name - um, I really don't know what to say. Even if I'd named the game Titillation I'd would have been surprised if anyone would have really had a problem. Taken under advisement of course.

    Bang4Buck - 50 extra levels for 10 dollars isn't enough - I'd not really had a good think about it, so thanks. I'm not sure I could create a significant number more than 50 while still keeping each one different enough. Maybe I'll release a 10 bucks - then reduce later on if sales don't go well. Or maybe release at 5 or seomthing.. hmm.. Anyway, thanks for the pointer!

    Thanks for all the feedback guys, much appreciated. Please - keep it coming . I'm glad you think the game looks/runs ok.

    Kev

    PS. I've actually just had a report that the music is screwed up on MacOSX so sorry to anyone on a Mac. I'll fix it asap.
    Last edited by kevglass; 06-12-2006 at 07:26 AM.

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    I would definitely check out how the camera system works on the game "Mercury" for the PSP. The camera locks on to the blob in the game as you tilt the levels to move it, and it lets you move it wherever you want. I found it to work wonderfully.
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    re: level count

    Would it be worth looking at some random maze generation code ? There's plenty of reference on the net. Some logic on where to put the obstacles shouldn't be too hard to jack in over the top. I once did a very simple "dungeon" thing for a mobile phone game like this and it worked a treat.

    Then you could do say 10-20 hand-coded, difficulty graded masterworks, plus offer another game mode that offers "unlimited" levels.

    You could even grade the generated ones for difficulty if you felt the need, based on how many holes on corners there are, etc.

    Just an idea.

    Oh, and please get a new font - that one sux imo. Sorry.

    Other than that, shows promise.
    Regards,
    Paul Johnson

    [Great BIG War Game: iOS | Android] [Great Little War Game: iOS | Android] [Fruit Blitz: iOS | Android] [Yachty Deluxe: iOS | Android]

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    PS. On rereading, I just saw your thought on reducing the price.

    I got pulled up over this and it's an easy mistake to make - do not do it. Start lower if you're not confident about value for money. If you've not got many sales and you then reduce the price, all you're going to achieve is pissing off the few people that *did* buy it at the higher price.
    Regards,
    Paul Johnson

    [Great BIG War Game: iOS | Android] [Great Little War Game: iOS | Android] [Fruit Blitz: iOS | Android] [Yachty Deluxe: iOS | Android]

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    Quote Originally Posted by kevglass
    Re: The name - um, I really don't know what to say. Even if I'd named the game Titillation I'd would have been surprised if anyone would have really had a problem. Taken under advisement of course.
    I think that's actually part of the problem. How many people read the thread title and actually DID think it said "Tittilation" rather than TILTilation? I certainly did. The l is just too close to looking like a t. Now think how that's going to affect search engine usage, word of the mouth, and product recognition.

    But hey, maybe I'm the only one...

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    no, not the only one. Who's your target audience - people who think it says titillation and have to go take a look just to see cause they like that kinda thing, or the ever-stereotyped "30-something soccer moms" who may let the name decide whether or not they want to look any further, and who probably wouldn't want a game with that name (or something close to that name) accessible to their children, regardless of what type of game it is? I guess that's one of the big questions - have a name that you really like, even though you run the risk of losing some sales by going ahead with it. The decision should be based on how much you like the name, and how many are the "some" sales that would be lost because of it.

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    Price - thats really good advice Applewood, cheers. I think I'm going to start out a bit lower. This game is mostly about dipping my toe in the water so shouldn't be too terrible to make it pretty cost-effective.

    On the same vein, since I'd considering this game a bit of experiment with getting things finished and set up I'm going to stick with the name I love "Tiltilation". So far the game appeals more to the male silver surfers of the world (my "dad test" passed with flying colours - very rare - he's a computers arn't made for games type of bloke) - so I think the name Tiltilation might end up being a bit of a bonus. I guess a significantly low price might also help appeal to this group?

    Was a little confused by this:

    Now think how that's going to affect search engine usage, word of the mouth, and product recognition.
    I'm not trying to be annoying here, I really didn't get what you were getting at here. Just guesses - Search Engine - you type the wrong thing when searching for the game and pages of titilating things? Word of mouth - someone says its a bad game because its got a name thats almost slightly risque? Product Recognition - um, I'm not sure here at all.

    Re: Font - fair point.

    Thanks for the great feedback so far - its really made me think if not be terribly aggreeable.

    Kev

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    Although on the upside you may get people searching FOR "that kind of thing" and your game shows up as a response (search engines would have to be pretty kind to you from what I've seen though for a fluke like this). Could make a few incidental sales if they decide to check it out, even if it's not what they were looking for ....

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    I think Tiltilation is an excellent name. It makes you double-take and that's superexcellent in marketing.

    The POV is perfectly fine for the game and you get used to it.

    50 levels for $10 is a steal as well and I think it'd do just fine. Just so long as they get perceptibly harder towards the end of the demo.

    Oh and a couple of other things:
    - Where's the nag?
    - First few levels are punishingly hard. Dole out the stars readily on those first levels! I suggest you at least double the target times for the first 10 levels. Give people that reward rush.

    Cas
    Last edited by princec; 06-13-2006 at 01:54 AM.

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    ah thats good fun

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    Oh and a couple of other things:
    - Where's the nag?
    - First few levels are punishingly hard. Dole out the stars readily on those first levels! I suggest you at least double the target times for the first 10 levels. Give people that reward rush.
    The nag screen appears after you've played the game 5 times. It shows the other levels and features with the ball rolling round them.

    Interesting how people see to vary on this one I spent weeks being told it was too hard. Then I've spent today recieving feedback that its too easy and the demo is hence too short and easy to complete. Oh the joys of game development

    Re: Price I'm thinking I'm going to go with a bit cheaper (say $6.99).

    ah thats good fun
    Gotta love succinct comments

    Thanks for the feedback,

    Kev

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