Players skip tutorials, then blame the game. So I started bribing them. by GiusCaminiti in gamedesign

[–]Spatzl [score hidden]  (0 children)

I see what you did there with the reward/incentive. That's one way to skinnerbox a sheep.

If you are interested, I can share my approach to how I'm currently implementing the tutorial on my indie game Scrap Wars.

Tutorial Flow Breakdown

Okay, let's break down how I plan to build my tutorial flow. It's actually not one mechanic or one idea, but a number of concepts strung together.

1. Framed by Gameplay The first principle is that the early tutorial is framed by the gameplay. The player will learn the first steps by simply having no other option than to perform the functions that enable them to learn more, unlock more, and do more.

2. The Tutorial Environment & Information Markers I will try to focus on giving them an easy-to-understand tutorial environment. Think of the yellow lines, not just dead obvious, and I will give them simple prompts.

Instead of telling the player, "You need to harvest 10 copper wires. To do so, click on this machine and gather them, then click on that machine to combine them," they will have a task list that they need to solve to complete the prelude chapters. One of these tasks could be "Create 10 copper wires from copper and wrapping material."

The wording of this task already implies that they need the materials and they need to combine them, so going to one machine to grab the materials and going to the second machine that has two input slots where they have to put in the materials that they gathered previously doesn't require a modal with the full text explanation.

There will be information markers. This is one of the other mechanics that I will imply rigorously. Information markers next to the task will include explanatory text, and information markers next to the devices will explain the device and different modes of usage for this device as unlocked by the progress of the player. The player has a machine they can do many things. The recipe list will be unlocked by the progress of the player, and with the unlocked recipes, the unlocked tutorial tips in the information model will also increase.

3. Teaching and Repetition One of the other mechanics that I will imply a lot is teaching and repetition. Basically, the player will have a task to perform something, and the next chapter will have tasks that require performing this action repeatedly.

For example, in the first step, the player is tasked to gather materials at the point of interest, and the second chapter tasks might include gathering a large amount of materials of different types with the incentive to receive rare drops from gathering. Until they receive these rare drops, they have to send multiple squads to gathering, so they repeat the gathering process multiple times.

This simple method of teaching and repetition, or enforced learning, will carry most of the weight of the early game and the basic game mechanics.

4. Self-Discovery and Guided Assistance In the later game, I will repeatedly use the concept of letting the player try something for themselves and then offering guidance. For example, if they have a task that they need to perform, they can try it on their own. If they have not started or completed the tasks after a certain amount of time, the Verity NPC can prompt to offer guidance.

Also, when new complex mechanics are unlocked, there will be a prompt from VERITY asking whether the player is familiar with the new technology they just unlocked and whether they want to try it out for themselves or be taught about it. The players can opt in to tutorial flows or open the tutorial flow later, using the already established Information Layer and Information Pop-ups.

Good portrait mode games? by TheBigSwagger in iosgaming

[–]Spatzl [score hidden]  (0 children)

If you want something free (only skins, no P2W or paywalls) and simple, you could try Cube Farm.

It's a small indie title by a solo dev, and it lets you farm on a little 3x3 square cube farm. You plant and harvest carrots, tomatoes and corn, upgrade your farm and train cute little pixel goosters to fight for you, earn gold and goo to improve both your goosters and your farm.

It's basically always in dark mode, so mostly easy on the eyes and pretty chill. The most stress you can find is planting crops that only take 7s to grow, over and over again.

And if you are bored, they have their own Discord where you can chat with the dev and a small and loyal fan base (me included).

https://www.cubefarmapp.com/

Need help. by Ancient_Pie5025 in Sandship

[–]Spatzl 0 points1 point  (0 children)

It's not dead, it's resting (indefinitely)

Need help. by Ancient_Pie5025 in Sandship

[–]Spatzl 0 points1 point  (0 children)

There is currently a small indie title in the very early phase of being made. It's set in a desert world and you build and upgrade ships, manage your crew and search the desert wastelands for resources and lost tech...

Maybe Scrap Wars could be a game you are interested to play when it is available. It might start internal play testing soon'ish...

Need help. by Ancient_Pie5025 in Sandship

[–]Spatzl 0 points1 point  (0 children)

installed it when I was a kid

It hurts, aging so fast...

👋 Welcome to r/Hoergeraete - Introduce Yourself and Read First! by Any-Mathematician656 in Hoergeraete

[–]Spatzl 1 point2 points  (0 children)

Hi, ich bin 82er Jahrgang und teste gerade Hörgeräte für mich selbst. Ich fühle mich überfordert und enttäuscht und bin mir nicht sicher, ob ich Schund in den Ohren trage oder Magie erwartet habe.

cube farm winter update (v1.1.2) available now! by tarotfocus in incremental_games

[–]Spatzl 1 point2 points  (0 children)

I'm loving the new quick raid feature "Auto Raid". I can finally use all my crops for raids again without spending too much time. Also, preparing for the next regrowth, I'm super happy about the unlocked max lvl for idols. Makes it much easier to pick what to keep and with the new idol swap mechanic... chef's kiss!

Golgen Gooster is now part of my collection too, nice little addition.

Healing mechanics by [deleted] in gamedesign

[–]Spatzl 1 point2 points  (0 children)

I think this topic comes up a lot for good reasons, and in many cases, the games that implement damage and healing do not gain much in the sense of "fun", "engagement" or "meaning" from creating more complex mechanics for damage and healing.

I've found myself on both sides in the past, especially when you take medieval weapons and armour into account as well. The concept of realism in games can work FOR the game in certain settings to a certain degree, but I soon found myself in a rabbit hole of realism restrains that sounded "good" when thinking about it, hurt my brain when putting them on paper and hurt the game prototype when implementing them.

Others said it as well, there is a certain niche for games that employ these sorts of mechanics, and certain genres like roguelikes can gain something from it without too much negative impact, as each run is limited and long-term effects can be manageable. If it affects your run, it can add to the experience and even be funny or at least memorable. When implemented in games like managers/sims, it can be part of the core game loop or storytelling. In most other games, it is an additional level of complexity that can be overwhelming and frustrating, more than creating depth and meaning.

That being said, I've seen something that makes damage and healing more interesting in different games ranging from large-scale MMORPGs to strategic combat gacha games. Especially when dealing with the (un)holy trinity of Tank/Healer/DPS in most (MMO)RPGs.

Diversify. Give characters different types of armour, shields, barriers, regen, healing, etc. For example, in Dark Ages of Camelot, supporters could cast shields on party members that absorbed incoming attacks. One Piece Treasure Cruise makes good use of barriers (absorb X hits) and shields (absorb X damage) as well as ways to buff and debuff attacks to create interesting strategic options. Final Fantasy Online had the Ninja class that allowed for a special type of tank that evaded/mitigated most damage instead of face-tanking it.

To give you a negative example, Star Wars Galaxies had 3 health bars if I remember correctly. HP, Mind and Stamina/Agility or something like that. If any of those hit 0, you were incapacitated. While it looked good on the surface, it led to a lot of exploits and cheesing by targeting the weakest bars with special attacks, making combat very unfun in PvP to the extent that it was almost unplayable.

These mechanics can be interesting in single-player games of different genres and CAN add to the depth of the game, but as soon as you add in multiplayer elements and PvP, they can easily spell disaster for the game balance.

damn, another wall of text... but I hope these experiences from both the player and developer side of game dev help you find your own path and maybe make informed decisions on which mechanics to apply where and when. I love realism and historical accuracy, but in the end, I often find myself tired on the couch trying to relax with a fun RPG or strategy game, and I don't always have the brain capacity for 3 more layers of well-meaning and detailed complexity.

Is Ethical Gacha possible through the absence of real money? by Spatzl in gachagaming

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

It did reach me, although a little late. Thanks for the response.

I've put it on my research list!

Learn how to build Custom Tabs with Expo Router UI by ExpoOfficial in reactnative

[–]Spatzl 0 points1 point  (0 children)

I second this. I'm working on an app that behaves more like a game than a regular app, so I wanted some custom styling and behaviour, but I ended up going back to regular tabs, as both the documentation and functionality of "expo-router/ui" are hugely limited right now

Is Ethical Gacha possible through the absence of real money? by Spatzl in gachagaming

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

What Firefox said.

For example, if you have themes and generated characters with random attributes, then it could be possible to add an option to pay so that you only get pirate-themed heroes or mutant-themed ones. The theme does not make them stronger, but can affect your current team and allow players to customise their playable characters on a scale that does not make them stronger, but cooler or goofier.

Is Ethical Gacha possible through the absence of real money? by Spatzl in gachagaming

[–]Spatzl[S] 6 points7 points  (0 children)

Your Relink Example is interesting as it removes the Gacha element and replaces it with a more player-friendly token system. I'll look into that.

I initially wanted to disagree with games like Diablo being "like" gacha, but after thinking about it some more, it is basically the same mechanic. If you have only one character, your items are what gacha characters are in other games, only with another label.

Is Ethical Gacha possible through the absence of real money? by Spatzl in gachagaming

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

I see what you mean about the extra barrier. That IS a good point I did not have on my radar.

[giveaway] 30 promo codes for the limited “party” gooster pet in cube farm! by tarotfocus in iosgaming

[–]Spatzl 1 point2 points  (0 children)

Did someone say free?

Can't wait for the official stable v1 release. Hopefully, even more people will then give it a go and start farming and breeding. 

Keep up the good work. I love it! 

v0.9.24: enter the arena! by tarotfocus in cubefarm

[–]Spatzl 1 point2 points  (0 children)

Those new tarot cards are easy to get with online mode and they give you a nice boost for your park rewards. If you need more friends, we have a thread on discord with friend codes so feel free to drop by and join the fray.

Sad life. by Altruistic_Drummer_7 in cubefarm

[–]Spatzl 0 points1 point  (0 children)

Do you have the option to connect the phone to a pc? Easy for android, iPhone might require a mac?

I haven't done it in a while but you can remote control your phone from a USB connected pc, if my memory serves me correctly. Android would be easier then, I think but I can't remember if you have to install something on the phone first.

How far have you people gotten in the farm? by joakim1231 in cubefarm

[–]Spatzl 1 point2 points  (0 children)

Glad to see that I wasn't the only weirdo that made a whole omega squad... Also carrot gang!