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ketura

Push It In

Sep 13th, 2014
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  1. Alright, there are quite a few problems with this game. Any game that tries to be Sokoban deserves a look in my book, but there are quite a few cringeworthy problems here.
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  3. First and foremost, the elephant in the room. The ads are placed in such a manner that just as one gets into it, getting the muscle memory to hit "give up" and then "retry", it has one accidentally tapping on an ad. That is annoying in the highest order, and it's quite frankly made me give up progressing after clicking on the ad links accidentally two or three times. There are ethical ways to include ads in a game, but I do not believe your current solution is one of them.
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  5. With that out of the way, the game itself:
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  7. You introduce the black block one level before you explain what it does, and in that original level it is actually a red herring: you can easily get a block against it, fooling the player into thinking that it's part of the solution, but it turns out to be a lie. This is awful. You cannot get the player to get engaged with more mechanics if you're going to penalize them for experimenting with things. Remove the first dummy black box.
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  9. Your puzzles are not on a grid. Why you did this is a mystery, but it is possible to have blocks stop one another when only a corner is touching, which is very, very strange for a game such as this. Everything should be gridlocked, or else the space for solutions becomes extremely large and intimidating for the player.
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  11. You have nice, satisfying transition animations for when a block enters a slot, but when the last block enters its slot the game treats the first pixel overlap as an end condition. Give the player the satisfaction of looking at the completed board! At least make the "next level" an overlay over a muted version of the complete level instead of the black background sudden transition it is now.
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  13. "Racing against the clock" is attempting to inject artificial difficulty into the game. Figuring out the one and only one solution to each puzzle takes some time, but once you have it, you're only limited by the speed of the blocks, which means that scores are meaningless, except perhaps for one's first run. But since the total amount of time you spent (from all the restarts required) isn't tracked, you don't even have that!
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  15. When you hit "give up", the failure message still says "You ran out of time!" when this clearly isn't the case. In reality, you should probably just have a menu overlay (such as what angry birds does) that opens up to show quit, level select, and restart.
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  17. So, while I like the concept of the game, there are some serious problems you need to rethink and retool before this is really worth anyone's time.
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