How can I satisfy both types of players?
The solution has been mentioned on this blog in the October post What makes a game hard to master.
Back then I said:
'Since I'm planning on having one mechanic in my prototypes, there's a high chance that with a twitch mechanic the game will either quickly become boring, or it'll be so difficult to master, that players will be left frustrated. This is when I should use tuning as a way of keeping a healthy balance within the gameplay.'
So here are the three tuning techniques I could use:
- Difficulty levels - having an easy, medium, and hard difficulty options, allows players of different skill to play the game
- Dynamic difficulty adjustment - the difficulty changes during gameplay depending on how skilled the player is
- Difficulty curves - games which get progressively harder as they carry on
Dynamic difficulty adjustment - My game isn't complex enough to put dynamic difficulty adjustment in place. Players either catch the collectable or they don't. Because of only having that one crucial true-false variable, there is too little involved to allow the game to adjust the difficulty during gameplay. Even if I have somehow put it in place however, players could pretend to be bad at the game, only to make it easier for them to get better scores which would be an obvious way to exploit it Square Follow.
Difficulty curves - this seems like the best solution to my issue. I need to find a way to make the game easy for everyone at the beginning, but progressively more difficult throughout gameplay so that eventually even high skilled players miss a collectable. That way Square Follow will be playable for low as well as high skilled players whilst keeping them both challenged and entertained throughout gameplay.
One way I could make the game more difficult over time, is increase the speed of the collectables. The problem with that though, is that if they move really fast, frames may not catch up effecting in either the game slowing down (ironically), or the collectables lagging, and skipping frames, which would obviously frustrate the player.
I could also not do anything to the collectables and instead gradually decrease the speed of the player as opposed to having him stick to wherever their finger is. That would force players to act in advance, and drag their finger earlier to catch the collectable on time. Having gained the experience from Square Wobble however, and the fact that players hate when their action is delayed on the screen, automatically makes me restrain from this idea.
One final difficulty curve idea, which would neither cause technical or gameplay issues, would be to control the spawn rate of the collectables depending on player progress. At the beginning the collectable's spawn rate would be low enough for even the worst players to handle. Overtime, when the score would get higher however, the game would increase the collectable spawn rate progresively so that even the highest skilled players would eventually find it challenging to keep up with catching them. I think doing so will fix my current issue with Square Follow.














