{"id":337,"date":"2010-01-08T12:01:53","date_gmt":"2010-01-08T17:01:53","guid":{"rendered":"http:\/\/www.gamedrinkcode.com\/blog\/?p=337"},"modified":"2010-01-08T12:05:07","modified_gmt":"2010-01-08T17:05:07","slug":"paranormal-puzzle-society-igf-feedback","status":"publish","type":"post","link":"http:\/\/www.gamedrinkcode.com\/blog\/2010\/01\/08\/paranormal-puzzle-society-igf-feedback\/","title":{"rendered":"Paranormal Puzzle Society IGF feedback"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.gamedrinkcode.com\/blog\/wp-content\/uploads\/2010\/01\/20100107_pps.jpg\" alt=\"\" title=\"20100107_pps\" width=\"600\" height=\"240\" class=\"alignnone size-full wp-image-342\" srcset=\"http:\/\/www.gamedrinkcode.com\/blog\/wp-content\/uploads\/2010\/01\/20100107_pps.jpg 600w, http:\/\/www.gamedrinkcode.com\/blog\/wp-content\/uploads\/2010\/01\/20100107_pps-300x120.jpg 300w\" sizes=\"auto, (max-width: 600px) 100vw, 600px\" \/><\/p>\n<p>For this year&#8217;s <a href=\"http:\/\/igf.com\/\">Independent Games Festival<\/a> I submitted Ludoko&#8217;s <a href=\"http:\/\/paranormalpuzzlesociety.com\/\">Paranormal Puzzle Society<\/a>. While I didn&#8217;t get into the final competition, I did receive a rather lengthy amount of feedback from eight anonymous judges assigned to review my game.<\/p>\n<blockquote><p>Paranormal Puzzle Society scored best in:  Visual Art<br \/>\nAnd scored worst in:  Game Design<\/p><\/blockquote>\n<blockquote><p>Not a bad game at all really, but beyond the fun theming, didn&#8217;t find much compelling about the overall gameplay experience. Just a solid connect-three all and all.<\/p><\/blockquote>\n<blockquote><p>Interesting game, I think the theme could be more explored &#8211; essentially you lose all of the &#8216;paranormal&#8217; bits and just focus on it as a puzzler.  But it is a fairly interesting one, at least in th endless mode.  Not sure what to make of all of the issues with adventure mode.<\/p><\/blockquote>\n<blockquote><p>I had a fun time noticing diagonals to make long lines of colors.  My 4-year-old daughter did too.<\/p>\n<p>A couple improvements we would have liked:<br \/>\n&#8211;The wilds don&#8217;t really look like wilds.  We got used to it, but it took a little time.  Maybe tint them the color of the chain when they&#8217;re selected as part of one?<br \/>\n&#8211;It would be nice if the chain line would automatically reroute (if there is a real route) when I accidentally drag over a tile of the wrong color.<\/p><\/blockquote>\n<blockquote><p>I have become completely hooked. In the absence of the adventure mode (I really want to see it!) we&#8217;re flying a little blind in terms of what&#8217;s expected of us, but I also had a lot of fun just discovering how the different icons affected the gameplay in Odille&#8217;s mode. The fact that there&#8217;s a time limit brings an element of that manic Bejeweled Blitz aspect to the gameplay, and early on you honestly start to wonder how it could be possible to get a high score. Once you find its rhythm though, it&#8217;s an absolute blast. I love the visuals too&#8230; the characters and the overall presentation is gorgeous.<\/p><\/blockquote>\n<blockquote><p>The game is well presented, sharp graphics and solid feedbacks give a solid puzzle experience. The two modes I saw on endless were interesting but lacked some depth in my opinion, the matches are too short and I had trouble realizing if I had gotten any better.<\/p><\/blockquote>\n<blockquote><p>I have the feeling that this game would feel more at home on an iPhone in its current presentation. I was unable to try the adventure mode though (didn&#8217;t work), so maybe I&#8217;m missing something.<\/p><\/blockquote>\n<blockquote><p>Sadly, the advertised adventure mode was unavailable, so I&#8217;ve based my scores solely on the endless mode.<\/p>\n<p>At first I thought this was a pretty vanilla matching game but it proved to be really addictive. I look forward to playing a metagame with these kinds of puzzles integrated into it. I am a massive fan of Puzzle Pirates and I think not enough games use this kind of idea.<\/p>\n<p>The artwork is superb, again looking forward to seeing more of it. More more more.<\/p>\n<p>Audio-wise I got fairly bored with the music pretty quickly although I would imagine that the full release would have an option to keep sound effects while removing music, and also some more variety in the music. Sound effects were fine.<\/p>\n<p>Technically the game was fine, no slow down and all graphics worked fine. A massive bug in Remy mode allowed me to achieve an arbitrarily high score &#8211; just click on the board while a line is being destroyed.<\/p>\n<p>Which leads me onto the next bug &#8211; one minute in the game is about 50s in real life.<\/p>\n<p>I also found that on entering a high score name, the text field for name entry was not automatically selected when I hit &#8220;submit&#8221; &#8211; I had to mouse over and select it myself. Also, the field supported carriage return (I hit enter and my name disappeared, having been moved up a line; I hit backspace and it returned), but gave me an error when I tried to submit the name. Maybe better to simply disable the enter key for this field.<\/p>\n<p>I imagine that the game will have a tutorial included for the adventure mode. I found the tutorial in the current build, but it should have been the first thing I saw, or at least a link to it should have been there on the first screen. At first I thought the arrow on the title screen referred to the scores. Even if players see a tutorial in the adventure mode, I imagine you&#8217;ll be allowing them to play endless from the main menu anyway, in which case a tutorial should be evident. So it should really be easier to access it.<\/p>\n<p>Minor point: arrows in the UI didn&#8217;t highlight.<\/p>\n<p>Overall &#8211; visually great, looking forward to the rest of it. Good luck!<\/p>\n<p>Thanks!<\/p><\/blockquote>\n<blockquote><p>&#8211; Love it, love it. Endless &#8220;Odille&#8221; game is a fast-paced falling-block game, and the art is absolutely cute as a bug<br \/>\n&#8211; Haven&#8217;t really played a tile-match game like Odille before; unsure whether this is trodden territory or maybe &#8220;borrowing&#8221; from another title, but it has good &#8216;feel&#8217;, really nicely put together, pretty addictive<br \/>\n&#8211; &#8220;Remy&#8221; mode is interesting, and i like it, but not as engaging or gratifying as odille mode<br \/>\n&#8211; Not basing my score on &#8220;adventure&#8221; mode, obviously &#8212; was it scrapped?&#8211; but I did feel its absence \ud83d\ude41<br \/>\n80<\/p><\/blockquote>\n<blockquote><p>Hi there.  I tend to take notes during my first playthrough in chronological order, so you&#8217;re seeing my impressions\/reactions in the order I had them.  Then I usually go back through and flesh out\/clarify them, and maybe add some final thoughts at the end.  With PPS, I played it cold without reading anything about the controls or gameplay.  Obligatory caveat: you&#8217;re going to get real, unalloyed feedback from me because that&#8217;s what you paid for.  I hope you find it to be useful and constructive.<\/p>\n<p>(Note: one side-effect of this realtime-notes approach is that my wrong-headed assumptions about how the game works are preserved in my notes.  Don&#8217;t worry, I figure it out eventually.)<\/p>\n<p>FIRST SESSION FEEDBACK SPEW:<br \/>\nClicking on Ludoko Studios as it loads takes you straight to website&#8230; which is probably more annoying than useful when you&#8217;re only clicking to get on with the game.<\/p>\n<p>Dayum, this game be PRETTY!<\/p>\n<p>Adventure mode = not working.  To Endless!<\/p>\n<p>At first I thought the shapes had to match as well as the colors, but then I figured out color was the thing after a few shuffles.<\/p>\n<p>Sound is great, rewards\/effects are great.<\/p>\n<p>I often feel like the game should be spitting out more pieces more often, esp. after I&#8217;ve provably exhausted the board.<\/p>\n<p>I rarely feel like I have a chance to save myself when the clock starts ticking. Kinda wish there was a way to earn back a significant amount of time&#8230; as it is, when I hear that ticking, there doesn&#8217;t seem to be any amount of shredding through big combos that can get me out from behind the 8-ball.<\/p>\n<p>OMG SHAPES WORK TOO okay, that was like 12 playthroughs but I&#8217;m there now. I guess that explains why I didn&#8217;t get new pieces when I thought the board was out of moves&#8230;<\/p>\n<p>Love the ascending pitch of the combo boops.<\/p>\n<p>Music is making me crazy a little bit.<\/p>\n<p>It sounds silly, but I was very happy when the Pause button was available for use.  Great polish.<\/p>\n<p>In the clutch, the laughing level-up guy occludes enough board for me to resent his presence.<\/p>\n<p>My brain is starting to rewire itself to play this thing properly now. Very tricky to optimize for, I find myself watching for peripheral, orthogonal groups I might be bisecting on my current chain as I&#8217;m building it.<\/p>\n<p>OKAY! Best Run: 346835 3:49 13x 8x  What fun!<\/p>\n<p>DEEPER THOUGHTS:<br \/>\n&#8211; Some of the items&#8217; purposes are difficult to figure out in-game.  For example, I still don&#8217;t know what the roses or skulls do, or what makes them different.  At first I feared the skulls, then I saw that they didn&#8217;t seem to hurt me in any way, and then I just stared using them because they functioned as wild cards, but I always felt like I was missing something.  At first I assumed the roses were for big points, but then I saw the multipliers and thought, well, that&#8217;s not it.  So I used them as wild cards too.  Based on my personal experience, I suspect that whatever they do (if they do something more interesting than what I described above) is too subtle in its feedback for the player to notice, and possibly too subtle in its actual effect for the player to care about.<\/p>\n<p>&#8211; The role that time and timers play in the game was difficult for me to parse out and understand.  I don&#8217;t know that it&#8217;s too complex, but I suspect that this is an area where a tutorial would go a long way towards players feeling like they understand the rules of the game and have a fair chance to succeed.  A tutorial would also really help with the item confusion I mentioned above.  Even just an old-school arcade attract mode (where you just watch the computer slowly and simply play the game with the occasional pause for an explanatory text-box\/arrow) would probably get the job done.<\/p>\n<p>&#8211; I often hit the right-mouse button before releasing the left-mouse button, in the hope that it will cancel me out of whatever line I&#8217;ve just drawn on the board.  Sometimes this is because I make a mis-move with the mouse, other times it&#8217;s because I realize I&#8217;m about to break up a much better combo elsewhere.  It could be that if I&#8217;m wishing I could cancel combos, I&#8217;m simply playing the game wrong and over-optimizing points\/combo vis-a-vis combos\/time, but there it is for whatever it&#8217;s worth.<\/p>\n<p>&#8211; The skill requirement for playing for more than 4 minutes is very steep compared to the skill requirement for 3 minutes.  While playing, I have the constant feeling that I&#8221;m losing, and that failure is inevitable.  I never hit &#8220;cruising altitude,&#8221; for lack of a better term.  I never felt like I was eating it up as fast the game was dishing it out.  Games with really short rounds are fine with me (I&#8217;m thinking of pacifism mode in Geometry Wars, for example), but I want them to be short because I made a clear mistake, not just because the competing curves of my speed and the game&#8217;s speed inevitably crossed right around the same time they always do.  If you empowered me to improve my survival odds more significantly, I think I&#8217;d play the game more and feel more rewarded while doing it.<\/p>\n<p>&#8211; Similarly, the rate at which I level up and gain new shapes quickly outpaced what I was good enough to deal with.  It might be worth doling those out a little more slowly, or giving the player a mode that lets them start with more shapes early on and just practice.  I often go from Dude I&#8217;m Awesome to Oh My God The Screen Is Full And I Don&#8217;t See One Combo so fast it makes my head spin.  In general, I think the early game is paced well, but then it goes logarithmic.<\/p>\n<p>&#8211; I want the characters and artwork to relate to the game more.  I know it&#8217;s a puzzle game, so that&#8217;s going to be a rickety bridge basically no matter what, but in some sense I think you may be victims of your own aesthetic success here.  The milieu of the game is so solidy realized, and appealing, that I found myself really wishing I could learn more about the characters and their world.  I assume Adventure mode is the place where that stuff is supposed to happen, and that it might address some of the pacing issues I brought up regarding Endless as well.  Regardless, let it be known: I would love to see more of that sort of thing in this game.<\/p>\n<p>Finally, let me just say that this is a great block puzzler.  Super-addictive once you get the hang of it, and it rewires your brain in a way that reminds me of Quarto or Ikaruga (where you&#8217;re constantly swapping perceptual lenses in the same gamespace).  The art is not only clear and functional, but also stylish and very beautiful with huge appeal.  Everything about the game&#8217;s presentation screams polish and professionalism, honestly.  Well done!<\/p><\/blockquote>\n<p>The feedback was far more in-depth than I anticipated. If you <a href=\"http:\/\/forums.tigsource.com\/index.php?topic=10272.0\">look around<\/a> you&#8217;ll see that some people got far less feedback. Part of this was helped because I had two judges provide an essay&#8217;s worth of feedback.<\/p>\n<p>Interestingly enough I expected far more harsh criticism about the game than I received. When I submitted the game one of the major modes that I had written about in my instructions, Adventure mode, was scrapped for the IGF build for various reasons. Additionally I felt the core gameplay itself wasn&#8217;t superlative and still needs some major tweaking and would be penalized appropriately by the judges. For whatever reason the judges found the game more fun than I expected.<\/p>\n<p>So yeah, I&#8217;m pleasantly pleased by the whole experience. The IGF itself still has some sorting out to do and there&#8217;s plenty of discussion elsewhere on what the goals and motivations for the competition should be moving forward. But those are thoughts best left for another time.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>For this year&#8217;s Independent Games Festival I submitted Ludoko&#8217;s Paranormal Puzzle Society. While I didn&#8217;t get into the final competition, I did receive a rather lengthy amount of feedback from eight anonymous judges assigned to review my game. Paranormal Puzzle Society scored best in: Visual Art And scored worst in: Game Design Not a bad [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[4,241,213],"class_list":["post-337","post","type-post","status-publish","format-standard","hentry","category-general","tag-igf","tag-igf-2010","tag-paranormal-puzzle-society"],"_links":{"self":[{"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/posts\/337","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/comments?post=337"}],"version-history":[{"count":6,"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/posts\/337\/revisions"}],"predecessor-version":[{"id":344,"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/posts\/337\/revisions\/344"}],"wp:attachment":[{"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/media?parent=337"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/categories?post=337"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.gamedrinkcode.com\/blog\/wp-json\/wp\/v2\/tags?post=337"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}