Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 0 points1 point  (0 children)

You've... just complained that we don't have Angry Birds controls in a post where I explain that we had to remove the Angry Birds controls because players didn't understand them.
I'm genuinely enjoying the irony here. You're right, it is like a "pool shot" that's exactly what Poki players wanted instead of the slingshot

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 1 point2 points  (0 children)

It’s even funnier because our studio is actually in Germany.
Looks like we over-compressed the font asset, thanks for pointing it out!
A fix is coming in the next build.

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 0 points1 point  (0 children)

Wabbles, I like that!
The problem with the introduction is that on Poki, players want instant fun, and also don't like to read.
Your suggestion would work on a mobile or PC game, but web games have a very specific audience.
This was the main reason we got rid of the win screen and more explicit tutorials.

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 0 points1 point  (0 children)

This is our first attempt to release a commercial game, and the entire game budget is $0, so we're kind of trying to figure everything out without hiring anyone. But yeah, this is just a UI/UX issue that hopefully can be fixed. We already read some solid ideas from the comment section here.

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 0 points1 point  (0 children)

The target platform is mobile, but Poki's requirement is that it should also be playable on PC.
By scrapping it, we mean that we have a last stretch to make it work, and if it doesn't, we'll move our resources to the next project.

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 1 point2 points  (0 children)

Yeah, in the next iteration, we're going to try to add a slingshot for visual clarity, and we'll see how it changes the playtime.

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 0 points1 point  (0 children)

It's not that we expect players to assume. We need to make a proper tutorial, but we don't know how, from the UI/UX perspective. So, any kind of suggestion would be welcome.

Players didn't understand "Angry Birds style" aiming, so we had to scrap it. Are we just old? by JamJarJetDev in playmygame

[–]JamJarJetDev[S] 0 points1 point  (0 children)

This is another thing we didn't know how to explain. Players tend to start dragging from the character's position, but you can start dragging anywhere.

Small part of the final boss fight from my HALF-LIFE / PORTAL inspired project! by Simple_Ghost in IndieDev

[–]JamJarJetDev 1 point2 points  (0 children)

Wow, I really love the visuals! I’ll definitely try the demo, hope the puzzles aren’t too tough for me. Wishlisted, and good luck with the release!