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  1.  
    So, I've been replaying the game recently (actually playing instead of testing). I haven't done this since September/October. I realized the game is insanely easy for the most part. Is it worth it to add a "hard" mode to the game where, for instance, the enemies have double life? And if so, how would scoring work? Separate lists? Or something like a 50% score bonus?

    Just looking for input. If something clicks in the next week, I'll add it to the update. It should be *very* easy to do what I'm thinking, but if someone comes up with a better idea, it might be pushed back.
    • CommentAuthorBeeOnRope
    • CommentTimeFeb 3rd 2009
     
    Seperate lists.
    • CommentAuthorj416to
    • CommentTimeFeb 3rd 2009
     
    You might consider unlocking the hard mode via the achievements. That would make the achievements more meaningful and give the game more replay value.
    • CommentAuthorKMonsefi
    • CommentTimeFeb 3rd 2009
     
    Easy! lol...I guess if you've been playing the game for that long it becomes easy. But as a relative new player (a few weeks), I can tell you it's not easy to start with!!! I've played all the TD games on the iPhone and this is by far the most difficult one.

    But of course, a hard mode to conquer after I've finally conquered all the levels/challenges would be great to have.
    • CommentAuthorshalaka
    • CommentTimeFeb 3rd 2009
     
    I would think an easy mode with 75% health would be good for some people who have trouble...
    and a hard mode with 150%.

    75 percent because any less would be way too easy.

    150 because 200 would make some levels impossible, like the challenges.

    I'm not sure whether I would like seperate lists or the other more..
    • CommentAuthorshalaka
    • CommentTimeFeb 3rd 2009
     
    I think this would be a great addition.. make it so people don't just give up, and also keep players challenged. and if you just increase/decrease health, it would be very easy to add.
    • CommentAuthorKMonsefi
    • CommentTimeFeb 3rd 2009
     
    I love the idea of an easy, normal and a hard mode. If there is one I always play easy mode first as it helps me get acclimated to the game, the towers, the enemies and so forth. Then I play normal mode to win with strategies I've found while playing easy mode, and finally hard mode to truly challenge me.
    • CommentAuthorbobernet
    • CommentTimeFeb 3rd 2009
     
    I agree 100% with Shalaka, but also with KMonsefi. I've seen many comments that people got to a level in B that was "too hard" and eventually gave up on the game.

    Easy, Normal, Hard is great.

    The coding to make Hard have 150% Health is probably easy, but the issue is going to be whether that makes winning some levels impossible. I'm thinking that there may have to be more gold to start, or a gradual ramp up in hard mode if all that's done is upping the strength of the enemies across the board.

    Using Achievements to unlock something is a great idea, but they need to be more clear if that's the case. Right now, people have to play the game for a substantial amount of time and get some achievements by "luck." That's not a good way to keep people involved, imo. Show them the goal and the prize, and let them work toward it.

    The achievements now are borderline Easter eggs.

    Just my $0.02,
    Bob
  2.  
    Yes, tying it to achievements won't work. More likely it is just available from the start.

    Hard/Impossible could be ramped. It could ramp from 100% to 200% over 5 minutes. (400% for impossible). Normal/Hard/Impossible would only be for the story levels. Challenges would stay the same.

    I like the terms normal, hard, and impossible more than easy, normal, hard. I always avoid "easy" because I don't want to be a wuss, even when I first play a game. If it is labeled "normal" than I feel that is what the game was designed around, whereas "easy" means nerfed. But some people might think they can't play very well, so they pick easy because it *is* nerfed... I think easy/normal/hard would be better. If I was targeting TD hardcore people, the first choice would work. But at this point, I kinda want to expand my audience.

    Definitely separate lists. I wrote the score code to handle up to 1000 levels... so it shouldn't be too much of a problem.

    I'll try really hard to add this tonight. It shouldn't be too hard. The most difficult part is figuring out where to put it on the level select screen. Although... I have an idea... *wicked laugh*

    I'm gonna shoot for another beta tonight or tomorrow. Update is still targeted for Sunday. Although my girlfriend was admitted to the hospital last night, so anything goes from here on out. I'll try my hardest given my limitations. 4 hours of sleep every night ain't cutting it. :(
    • CommentAuthorshalaka
    • CommentTimeFeb 3rd 2009 edited
     
    yeah I agree with you chad, I think it should be easy, normal, hard. and It would be good for you to get it out asap so that we can test all the levels to make sure that they are possible. but girlfriend comes first. hope she's ok.

    oh and chad, are you going to nerf 50 wave hard path a little?
  3.  
    Yes, I'll continue the nerfs on that bugger of a level.
    • CommentAuthorbobernet
    • CommentTimeFeb 3rd 2009
     
    Sorry to hear about your gf, Chad. Best wishes from our family to yours.
    • CommentAuthorj416to
    • CommentTimeFeb 3rd 2009
     
    Chad, take good care of yourself and girlfriend. All the best.
  4.  
    Thanks guys. Girlfriend is coming home tonight last I heard from her. She is feeling better. I could tell by her voice.

    The difficulty stuff is in. I'm playing it now to balance. Another beta will be released tomorrow night (again, no promises). It will include the following:

    Difficulty selection - this will require a ton of testing. So break out your pro-gamer hats.
    Updated earth tower graphics - might be in for a surprise
    Finished poison tower animation - minor thing I neglected.

    It might include improved fire missile animation and a few other things if I find time.

    I'm still shooting for Sunday night for update.. but I might not make it at this point. Sunday might be the final beta. I know it is taking a long time, but I want it to be as perfect as I can. Look at Fieldrunners... they took a month of testing and it still crashes and they got one of the goal descriptions wrong. After making over a million dollars, you'd think they could get it right. :P
    • CommentAuthorKMonsefi
    • CommentTimeFeb 4th 2009
     
    Chad, glad to hear your girlfriend is doing better.

    Quick question: Are you still planning on implementing a "glacier" mode?
    • CommentAuthorshalaka
    • CommentTimeFeb 4th 2009
     
    another quick question, if you do a glacier mode, can you do a mode that's twice as fast as the fastest speed currently?

    it just starts to get a little boring on a lot of the path levels because I will have pretty much all I need before I am halfway done with the game.

    thanks.
  5.  
    That is why I added harder modes!

    Glacier yes if I remember. 3x speed probably not.
    • CommentAuthorMetaChimp
    • CommentTimeFeb 5th 2009
     
    I think difficulty modes are a GREAT idea. I'm a long-time gamer, but only a few months into the TD genre, so I found some of the last levels to be QUITE frustrating. I'm not complaining, because I like a challenge, and I like hard games!

    But if I found the difficulty frustrating as a gamer, then there's no way my sister or other non-gaming friends would fight through it without an easier mode.

    I vote for: Normal / Hard / Insane for the difficulty mode names =)
  6.  
    It is already "Easy", "Normal" and "Hard". I've already done the graphics and code! :)

    The "Easy" mode will actually be the game as it is now, with some overall nerfing, mainly the last 3 levels (probably more gold). This includes the previous nerfing of Heavy Metal/Steel Plated.)
    The "Normal" mode is currently 2x life and 1.5x gold.
    The "Hard" mode is currently 5x life and 2x gold.

    These will be adjusted as necessary until it is balanced. I'm going to rely on my beta testers to give feedback! :)
    • CommentAuthorMetaChimp
    • CommentTimeFeb 5th 2009
     
    hard will own me... haha!
    • CommentAuthorshalaka
    • CommentTimeFeb 5th 2009
     
    wow... yeah hard sounds like it may be a little too hard...
    • CommentAuthorBrian M
    • CommentTimeFeb 5th 2009
     
    bring on the pain!
    at least I'm anticipating many loses doing the testing =)
    As it is I had to take 2-3 runs at the goo/slime levels, and still only have copper medal on the Everything Dies/Total Death levels after several attempts...
    All in good fun, if it wasn't challenging, it wouldn't be fun!
    • CommentAuthorshalaka
    • CommentTimeFeb 5th 2009
     
    well yeah but impossible is no good. and by impossible, I mean the literal meaning of impossible. we need the best testers for this.

    beta testers: with the hard difficulty, don't report a level to be impossible unless it really is.
  7.  
    It's going to need a TON of testing and tweaking. :(
    • CommentAuthorAdam
    • CommentTimeFeb 5th 2009
     
    How bout this then.. Since it needs so much testing you should submit the current app for an update and let us test the various difficulties so ppl think you are a more active programmer. You will keep finding things to update/fix so put a 1.01 into the app store and when you are satisfied with the difficuties put 1.1 in. Plus by then you may have done some more achievements or added
    lvls etc. Just my opinion.
    • CommentAuthorj416to
    • CommentTimeFeb 8th 2009
     
    Chad..You're probably not going to like what I have to tell you, but I hope you'll think about what I'm saying, because I really think it will help you increase the popularity of Besiegement.

    To increase your audience, you need to attract more casual gamers, and then keep them playing. And keeping the casual gamers playing is the key to growing your popularity. Right now, your proposed Easy mode, the game as it is, will not keep the casual gamers playing. It will not grow your audience. The purpose of "Easy" should be a "walkthru" for people who know nothing about Tower Defense games. A "Easy" walkthru that allows a 5-9 year old to see and complete every level. Yes, this is trivial, but it will keep the casual gamers playing and writing good reviews about Besiegement. It will let everyone "see" your game. The "Normal" and Difficult levels should be for everyone else. "Normal" and "Hard" should be for people that want to "play" your game.

    Right now, for someone who knows nothing about Tower Defense games, they will never "see" all of Besiegement. They will complete one or two levels and then quit. And then they will complain that your game was too hard, or worse, a waste of their money. But if you let them see all of your game through the "Easy" mode you'll give them a sense of accomplishment that will keep them playing until they're good enough to advance to "Normal" and "Hard." I'm pretty sure that 90% of the people that "love" FieldRunners never even play "Normal" or "Hard, but they can at least complete the "Easy" level.

    I know that this isn't what you originally wanted for the "Easy" mode, but I think you should think of "Easy" as being a trivial demo level that allows everyone to see your game.

    You can't increase your audience, you can't keep them playing Besiegement, if they can't "see" all of your game.

    I really think this would help you increase your audience. But in the end, it's your call. All the best!
  8.  
    No, that is exactly what I plan to do with the Easy Mode. I will nerf the last 3 levels to make them a cakewalk. Normal will be a bit of a challenge, but still possible for the average player with some TD experience. Hard will be basically for the hardcore folks.

    But at this point, I'm faced with a dilemma. People are screaming for an update, and I'm also going on vacation which means an extra 2-week delay. If I rush the balancing, I might make everyone upset.

    I'm still a little unsure of what to do. I could delay it for a week and push it right up to the beginning of my vacation, but I could add the extra difficulties.

    Or I could push the graphics update out now, not advertise and let the game float like it has been. Come back in a few weeks, do the difficulties, release another update, and then advertise. Even if people complain the first update is still too hard, when I release 1.4, I advertise that I added an "easy" mode, which is essentially what it is now (with a few nerfs). But it might be enough to placate.
    • CommentAuthorj416to
    • CommentTimeFeb 8th 2009
     
    My suggestion would be to get the update out as soon as possible.

    The priorities I would suggest are the following:

    1) The graphics update to generate excitement and attract more "eyeballs."

    2) A very simple "Easy" mode, much much easier than your game currently is, to let everyone see your game and keep them playing. This will keep the widest audience playing and playing until they're good enough to tackle the "Normal" mode. Just do a simple across the board change that makes everything easier. I wouldn't put too much thought into individual level changes. That takes too much time for what you're trying to accomplish with the "Easy"level.

    3) Make the "Normal" the current game.

    4) Push the "Hard" mode out, even if you haven't perfected it, but with the understanding that you'll optimize and balance it later. The people playing the "Hard"mode will be the most patient. They'll enjoy the challenge. They'll be willing to wait for you to balance things when you get back.

    You've got a great game on your hands!
    • CommentAuthoraryantes
    • CommentTimeFeb 8th 2009
     
    I think, generally, a rushed update is not as good.

    Take your time Chad, the people here will still be here.

    The people who join later may not quit.

    Unless... your vacation is like 6 months, then maybe there are other options.
    • CommentAuthorj416to
    • CommentTimeFeb 8th 2009
     
    Chad...Don't wait on the graphics update.

    You need to get at least one update out, as soon as possible. But get it out with a trivial "Easy" mode. Increase your audience. Make some money!

    Normal is the current mode, no change there.

    The "Hard" is hard, if it's too hard you can balance it later when you get back. And besides, a second update will give you some "credit" for being active, it will make you more money.
  9.  
    Actually, I like the simplified "Easy" mode, which is an easier version of the current game. It would be basically a total cakewalk, but some people like that sort of thing. I've got the code in place, I just make the hit points 1/2 what they are now. You could sleep and play it.

    Hard should be tweaked a ton, which means at least a few weeks from now, after vacation. And there is the possibility of an "extreme" mode. I have the space in the structures I set up.

    I keep trying to get my girlfriend to allow me to work on it during vacation... that isn't going to happen. :P
    • CommentAuthorbobernet
    • CommentTimeFeb 8th 2009
     
    I have been running large scale commercial development projects for well over a decade. The sense of urgency at the end of a project is good, but the real urgency is overestimated in nearly 100% of cases. A few extra weeks now will pay substantial dividends later.

    The entire landscape of the app store market, and TD games specifically, is not changing in the next month. Make this release what it needs to be to keep your existing customers loyal, but don't be short-sighted in ignoring what you need to do to capture substantial new marketshare by bowing to pressure from a small but vocal minority eager for an update to the game they love.

    My $0.02 for what it's worth.

    Bob
    • CommentAuthorBeeOnRope
    • CommentTimeMar 7th 2009
     
    What happened to hard mode?
  10.  
    Basically, I ran out of time. I wanted to release the update before I went on vacation. It will be back in the next version.

    Also, 95% of the complaints I was getting were that the game was too hard. So easy was added. I didn't want to overwhelm the people who updated the game.
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