Premade Goals Are Maybe Bad?
So I have been intentionally avoiding adding the notion of "you do X to get some epic skin" kinda shit that I don't like about a lot of games these days. I love when you play a game and create your own goals because the game's systems are so deeply rich and complex that you're enjoying those more than just slogging along to get your epic skin.
That being said, I've recently considered the fact that as an indie, how do you get people to want to try to sink their time into your game to see / get a feel for if your game's systems are complex enough to inspire someone to want to make say, tons of high scores, in your game?
Indies really do come out daily so it's really a case of what do you do?
What i'm going to try is to add some legit objective to the currently recently added challenges to help guide the player along and hopefully inspire them to want to make their own high score goals. This is one reason why I don't want to add like a skin reward once a player completes N challenges as I feel like they see that but might overlook the piece by piece goals of each challenge up to the final that gives them "teh epic skin". So I guess in other words, my intent with this system that i'm now working on is to guide and hope that the player is attracted to the game enough to play it more!
I'm very interested to hear what others think about this topic. Thanks for reading and have a nice day!
Files
Get Funmi
Funmi
Rotate the boat in air to get a high score
Status | In development |
Author | AndrewNReinke |
Genre | Action |
Tags | 3D, Arcade, DRM Free, handmade-engine, High Score, Low-poly, Retro, Rotation, Singleplayer, Third Person |
Languages | English, Japanese |
More posts
- Steam ReleaseDec 24, 2021
- Lots Of Changes With Text and StuffNov 19, 2021
- Text Texture AtlasNov 16, 2021
- Very Smol FixNov 15, 2021
- Font GenerationNov 14, 2021
- Added Fade In / Out And New Particle SystemNov 13, 2021
- Circular TextureNov 12, 2021
- I Wrote This Technique Thingy While Being Really Tired lmaoNov 11, 2021
- Collapsing UI Code Into One PipeNov 09, 2021
- Fixed Timers & Collision Volume BugsNov 08, 2021
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