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Evolution
14-09-2011, 11:23 AM
Combination between puzzle/defense/shooter.

http://i54.tinypic.com/2yzdb9v.jpg

Basic game mechanics... you match blocks on the right in order to obtain ammo for your guns indicated in the left panel, you use your guns to shoot zombies down that appear on the top before they get a chance to reach your location.

What I need help with. I'm just a bit skeptic on the game mechanics, any ideas on how to make the gameplay more fluent and fun? My temp artist is gone and I need someone to finish the rest of the artwork, mostly zombies, also if anyone is interested in helping with the audio they can also contact me. If you have an Android phone and willing to do some play testing, you can email me at jarrod.gs@gmail.com

Evolution
18-09-2011, 04:35 PM
Busy doing some performance testing.

Here is the fps for HTC Wildfire left and Samsung Galaxy Ace right.
http://i54.tinypic.com/2r6jrbq.jpg

I've sent the latest build to the testers so they can also post their fps. Gameplay only gets effected if fps is lower than 8.

Evolution
19-09-2011, 11:37 AM
How it works is you pop blocks that are touching each other. You need to pop 3 or more identical blocks at a time or it has a negative effect, this excludes nukes and health packs. When you have enough ammo of a type the text READY will appear on a troop and you can click on them to recruit them. Troops fire automatically at the zombies. Your goal is to prevent the zombies from killing all your troops and reaching the other side. Cash is used to make upgrades after you have completed a wave.

Any ideas on how I can make the game more fun?

I'm still looking for an artist, the zombies and soldiers are placeholders and are from the games Kicky Fighter and Metal Slug.

BlackShipsFillt
19-09-2011, 02:45 PM
Metal Slug and Kicky Fighter together!

I'd have to give it some thought, but off the top of my head:

Don't do negative effects. Just don't. Degrees of positive effects are always better. (Unless you're catering to a hardcore audience of course, but you aren't in this case.)

Do the army men run out of ammo and leave?

What if the army men upgraded a bit, just some positive feedback, so after 20 kills they rifle guy becomes a sergeant. (If he leaves and comes back then he'd still be a sergeant)... They might do a bit of extra damage. This creates a bit of strategy for the player, having a one or two guys who nearly get overrun at the start means you will have some very experienced guys a bit later... Also if the rifle guy is your highest ranked you're going to want to resupply him more often, or have more riflemen on the field if they get bonuses because of him. Continually reinforcing your rifle guys might be hard for the player to do sometimes because the rifle blocks will get used up... so this creates secondary goals for the player.

Adding other types of blocks that appear late game. These would make making rows harder to complete later in the game, but also offer some nice bonuses... Like a grenade block, and a rapid fire bonus block or promote army guy block.

Combos... you have to have at least as much functionality as Bejeweled for any Match 3 game. That means making 4 in a row provides and extra bonus. Completing a row which makes blocks move may sometimes complete a second row for the player, this should give some kind of combo bonus. That kind of thing.

Another combo option could be to make three of the same kind three times in succession. So the player might try make their completed rows go something like: "Rifles, Rifles, Rifles" and get a bonus rifle for it. Then go "Shotguns, Shotguns, Shotguns" and bonus shotgun!