Instructional Cues + 10 more levels
In response to some feedback regarding objective confusion, I added a glowing cue to the first 3 instructional levels. I'm aware that I could just add a quick "How to play" splash screen (or equivalent window), but I've never really been a fan of those. I think games, especially simple ones, ought to be intuitive. Sure, instructional windows and screens are necessary at times, but I don't think this game really needs it. I could always change my mind in the future, but that's my current feelings towards the matter.
I've also prevented players from being able to click on any tile other than the glowing tile in the first 3 levels. Hopefully the glowing tile adds and the disabled functionality on non-glowing tiles provide better direction (in addition to the instructions noted on the game page).
Also, I've noted this project as a "Prototype" on the main menu screen. I eventually want to use this game as a core for other iterations (mostly aesthetic and minor mechanic differences from version to version). This is mostly the reason I dialed back the appearance compared to previous versions. This has allowed me to focus more on cleaning up the mechanics and less time stressing over a look that I like.
Things that I have noticed that I'd like to address in the near future are as follows:
1. Unintentional clicking sounds.
I do want a sound effect to play when the screen has been tapped, but there is also a weird sound ("tch") that plays after the intended tapping sound. I think it's one of two things. Either the chosen sound file is making that noise and I've never really noticed it until recently, OR another sound file is playing as a result of previous work down on the project (lingering behavior that needs to be removed).
2. Restarting & Level Animation
I currently have the stars animation playing as the level loads. This also plays when a player restarts a level (as the program recognizes it as the level freshly loading). I'll try to change or disable the animation so that when it's restarted, players don't become confused by the visual and audio cues meant to mark success for completing a level.
And things that I'd like to add:
1. Additional Level Mechanics
I want the game to be a bit more engaging. As players proceed to higher levels, I'd like there to be additional challenges. I've noted a few ideas, such as toggling through additional colors, events/effects that alter tiles, and different tile influence effects. Just need to continue developing and testing, though.
2. Level Menu Selection
This might be something I'll look into on a .api/Android build, but I think it would be nice for players to revisit levels.
It does feel good to have 30 levels published, though! Even if my sister likes to tell me that it needs more levels. Haha. Can't wait until I hit my next milestone: 50! Maybe I can complete 20 more levels before the end of the year. We'll see. :)
Files
Swip Swap v3.0
Game Prototype
Status | In development |
Author | Kailani Piñon |
More posts
- First 20 levels!Dec 07, 2018
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