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Alex Nichiporchik @ Spil Games




Phillipp Doschl @ FDG Entertainment




Tom Krcha @ Adobe




Chris Benjaminsen @ Player.io




Emily Greer @ Kongregate
RED BALL 4
The Square Menace
Introduction vid
Curious Case of Memory Leaks




• Always test the Pepperflash (Chrome) plugin
  and native Adobe Flash plugin
Controls are non-responsive
• Controls make or break a platformer game
• Red Ball 4 is broken because of the controls

Controls in a platformer have to be
• Responsive
• Precise
• Easy to understand
• Use visual sliders in prototypes to tweak
  variables
• Nail it down until it feels right
• Test on multiple people in your target
  audience
Achievements & Points, but
                  no added value
• Achievements are nice, but standard

• Why not use the points system to upgrade
  your ball’s abilities?

• Give users replay value and reward for
  achieving something, not just for the sakes
  of having achievements
The character is disturbing

Reacts only to
damage

Is still smiling
when there’s an
enemy drowning
right next to him
and almost
crying for help 
Tl;dr
•   Fix controls;
•   fix memory leaks
•   expand character
•   Add more content
•   Stop treating “Red Ball” as a collection of mini
    game prototypes
Phillipp Doschl @ FDG
     Jelly Cannon 2
Jelly Cannon Reloaded




        All devices? How about iPhone 5?
Jelly Cannon Reloaded




HUD misses some information or information is not straight forward:
       - Score reduced with every shot. Different in every level, need to do
       math for shot left
       - Star progress? Would be nice when trying to get all 3 stars.
Jelly Cannon Reloaded




HUD overlaps with gameplay –> accidently restart level or pause game
Jelly Cannon Reloaded




More gameplay:
       - Different Jellys with different attributes or match same colors?
       - More level elements and interactive objects (bombs, switches, doors, etc)
Jelly Cannon Reloaded




Only 5 Jellys at a time! It would be great to know which Jelly is the next one to
be removed -> adds even more character and polish to the game
Jelly Cannon Reloaded




Be kind to your players: unlock more levels at once (3 levels?). And...
Jelly Cannon Reloaded




... if they're still stuck, they´ll unlock all levels / level packs via IAP in return...
           ... if there was such an IAP, besides the magnetic sunjelly...
Tom Krcha @ Adobe
      Gluey 2
Gluey 2
• Fantastic mechanics in the worst UI
Huge potential
 Fun to play
Fun first 5 minutes

but no recurring fun
Sid Meier: “a game is a series of
     interesting choices”
I don’t feel challenged enough.

        How do I lose?
Why should I repeat a level?
No Time Challenge
(only over the line)
Joke?
Align?
What is this? I didn’t get it at first time.




    Simplify and explain easily.
    Am I going to click this now, or later?
Gluey 2
• Performance problems
 – Put everything on GPU, triangulate
• Make it more engaging with more action,
 – Bonuses and combos
• Compared to Bejeweled or Tetris too easy to
  play
 – Challenge the user
Gpu triangulation



•   Optimize to the specific use-case via shaders

•   Anti-alias using fragment shaders

•   Good starting point: https://code.google.com/p/poly2tri/
Technical
640 x 480
640 x 480
Experience
640 x 480
Business
Business
• Sponsorship
• Single Ad while loading
   • No replayability
• Micro Transactions
   • No replayability
Bubblegum Flash Game
Fin
Wake up the Box with a
   Sledgehammer
Evgeny, why do you hate boxes?
What do you have against straight lines?

The most annoying thing about
the game is how hard it is to
make the shape you want.

It would be easier to draw the
Mona Lisa with an etch-a-
sketch than to make a square
in this game.
In a puzzle game the challenge should be in
solving the puzzle, not in execution of the
solution.
Unless the intention was to get a lot of accidental clicks to
NotDoppler putting buttons in the drawing area was a
bad call. Lots of potential for pointless player annoyance.
A lot of the puzzles felt too simple & empty




More solutions from Rube Goldberg machines,
less from arbitrary shape redesigns
But sudden switches to Rube Goldberg-mechanic
levels totally disrupts the difficulty curve




This level was so different from previous levels I didn’t
know where to start and got frustrated
Evgeny, why do you hate progress?

There’s minimal
feedback on progression.

To even know what level
you’re on you have to go
back to the menu
screen.
You also have no sense
                            of your level of skill.




I don’t want a randomly selected “well done”
message at the end of the level, I want to know that
I’m better at games than other people.

Give me skill stars, shapes drawn, or time taken so
that I know for sure I’m awesome.
tl;dr




In fact I like it. Just not on a trackpad.

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Game lynch

  • 1.
  • 2. Alex Nichiporchik @ Spil Games Phillipp Doschl @ FDG Entertainment Tom Krcha @ Adobe Chris Benjaminsen @ Player.io Emily Greer @ Kongregate
  • 3. RED BALL 4 The Square Menace
  • 5. Curious Case of Memory Leaks • Always test the Pepperflash (Chrome) plugin and native Adobe Flash plugin
  • 6. Controls are non-responsive • Controls make or break a platformer game • Red Ball 4 is broken because of the controls Controls in a platformer have to be • Responsive • Precise • Easy to understand • Use visual sliders in prototypes to tweak variables • Nail it down until it feels right • Test on multiple people in your target audience
  • 7. Achievements & Points, but no added value • Achievements are nice, but standard • Why not use the points system to upgrade your ball’s abilities? • Give users replay value and reward for achieving something, not just for the sakes of having achievements
  • 8. The character is disturbing Reacts only to damage Is still smiling when there’s an enemy drowning right next to him and almost crying for help 
  • 9. Tl;dr • Fix controls; • fix memory leaks • expand character • Add more content • Stop treating “Red Ball” as a collection of mini game prototypes
  • 10. Phillipp Doschl @ FDG Jelly Cannon 2
  • 11. Jelly Cannon Reloaded All devices? How about iPhone 5?
  • 12. Jelly Cannon Reloaded HUD misses some information or information is not straight forward: - Score reduced with every shot. Different in every level, need to do math for shot left - Star progress? Would be nice when trying to get all 3 stars.
  • 13. Jelly Cannon Reloaded HUD overlaps with gameplay –> accidently restart level or pause game
  • 14. Jelly Cannon Reloaded More gameplay: - Different Jellys with different attributes or match same colors? - More level elements and interactive objects (bombs, switches, doors, etc)
  • 15. Jelly Cannon Reloaded Only 5 Jellys at a time! It would be great to know which Jelly is the next one to be removed -> adds even more character and polish to the game
  • 16. Jelly Cannon Reloaded Be kind to your players: unlock more levels at once (3 levels?). And...
  • 17. Jelly Cannon Reloaded ... if they're still stuck, they´ll unlock all levels / level packs via IAP in return... ... if there was such an IAP, besides the magnetic sunjelly...
  • 18. Tom Krcha @ Adobe Gluey 2
  • 19. Gluey 2 • Fantastic mechanics in the worst UI
  • 21. Fun first 5 minutes but no recurring fun
  • 22. Sid Meier: “a game is a series of interesting choices”
  • 23. I don’t feel challenged enough. How do I lose?
  • 24. Why should I repeat a level?
  • 25. No Time Challenge (only over the line)
  • 26. Joke?
  • 28. What is this? I didn’t get it at first time. Simplify and explain easily. Am I going to click this now, or later?
  • 29. Gluey 2 • Performance problems – Put everything on GPU, triangulate • Make it more engaging with more action, – Bonuses and combos • Compared to Bejeweled or Tetris too easy to play – Challenge the user
  • 30. Gpu triangulation • Optimize to the specific use-case via shaders • Anti-alias using fragment shaders • Good starting point: https://code.google.com/p/poly2tri/
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  • 66. Business • Sponsorship • Single Ad while loading • No replayability • Micro Transactions • No replayability
  • 68. Fin
  • 69. Wake up the Box with a Sledgehammer
  • 70.
  • 71.
  • 72. Evgeny, why do you hate boxes? What do you have against straight lines? The most annoying thing about the game is how hard it is to make the shape you want. It would be easier to draw the Mona Lisa with an etch-a- sketch than to make a square in this game.
  • 73. In a puzzle game the challenge should be in solving the puzzle, not in execution of the solution.
  • 74. Unless the intention was to get a lot of accidental clicks to NotDoppler putting buttons in the drawing area was a bad call. Lots of potential for pointless player annoyance.
  • 75. A lot of the puzzles felt too simple & empty More solutions from Rube Goldberg machines, less from arbitrary shape redesigns
  • 76. But sudden switches to Rube Goldberg-mechanic levels totally disrupts the difficulty curve This level was so different from previous levels I didn’t know where to start and got frustrated
  • 77. Evgeny, why do you hate progress? There’s minimal feedback on progression. To even know what level you’re on you have to go back to the menu screen.
  • 78. You also have no sense of your level of skill. I don’t want a randomly selected “well done” message at the end of the level, I want to know that I’m better at games than other people. Give me skill stars, shapes drawn, or time taken so that I know for sure I’m awesome.
  • 79. tl;dr In fact I like it. Just not on a trackpad.