Good but very hard - some suggestions
I found this game from your banner in Rotate, and like Rotate, I love the simple but challenging gameplay. This game is incredibly hard, however, and sometimes it can feel a bit too chaotic and severe. Below are some notes/ideas I had while playing:
- Score is currently far too dependent on getting lucky with green power ups over skill. My top score right now is 274, but over half of that came from a lucky string of greens. Other times, Ive had games go long enough that the music transitions to violins while only having a score of 40-60, even when Im doing my best to collect blues (not just run from reds to survive).
- It would be interesting if there was a score boosting mechanic based on close calls, so playing dangerously could give bonus points, a multiplier, or cause power ups to spawn.
- Your yellow dot is deceptively fat. Some gaps look big enough to squeeze through but arent, which you only learn through frustrating trial and error. Its also hard to gauge because of how sensitive the acceleration movement controls movement are (on my phone, Im usually not even sliding my thumb, just rocking it side to side by a millimeter or two).
- One idea would be to drawn thin red lines between red dots that are impossible to fit between (could be done by having them check for a certain radius from other reds). This could be visually interesting by creating some neat patterns of lines within the dots while also communicating to the player what routes are possible. If some dots look close but dont have a line drawn, more skilled players could take it as a challenge to try and thread through some of the smaller gaps that they may have previously assumed were impossible. This would also work well with the score boosting idea for close calls.
- I would test how the game plays if you cut the hitbox for the red dots in half, so only the front half of the dot is dangerous. It would make the game a little more forgiving and eliminate some of the frustration from getting killed by the back of a dot you already dodged as you quickly weave through a complex pattern.
- I would internally weight the patterns with difficulty values and then slowly introduce the harder ones after the player has had success with a handful of easier ones.
- Speed up can trigger right when youre in the middle of threading your way through a pattern and can mess up your timing and flow (usually instant death). It would be nicer if they didnt trigger while you were within a certain radius of a red dot, so the speed ups would trigger with enough time to adapt.
Anyway, those are just some thoughts I had while playing. The core gameplay is a lot of fun, but a little too much of a good run comes from getting lucky with a nice string of good patterns.
Spring foot about
1 DOT