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What Went Right
We believed in ourselves.
During development, we always send the game to a couple of external
reviewers, and also for evaluation inside the company. At this point,
we usually get some good reviews and useful feedback that we use to
improve the games. However, with Tower Bloxx, we got a very
mixed response. But we had a great gut feeling about this, so we
decided to march on nonetheless and trust our own design views.
Prototyping. As
we discussed earlier, the original idea came from a mock-up image which
was later turned into a prototype, which led to our core mechanics.
After production started, we also needed something to fill the
long-term gameplay demand, so we had several ideas of how the rules of
the city mode could work, and we prototyped those using both
pen-and-paper and Excel. In this way, we could test and tweak our ideas
without the need for programming time, which helped us getting the game
done faster.
Iterations with core game mechanics.
Even though we had a working prototype which was fun to play, we
weren’t fully satisfied with the overall gameplay, because it wasn’t
deep enough. After about ten minutes playing it, people started asking
what else is there to do. At this point, one could think that the
addtional city puzzle mode was the answer for this problem, but the
fact is that if we’d have gone that way, it would only have dealt with
the side effects of the underlying problem, which in this case was that
the block dropping and tower hovering part should be more appealing.
Our goal was to make the core game mechanics super-fun so that it alone
could have kept players playing the game over and over again.
To
make this happen, we put a senior designer and a senior programmer to
work together on the core game physics. They were sitting next to each
other and having constant communication during the whole iteration
time. The total iteration of the core mechanics took three weeks, with
one iteration cycle taking something from half an hour to three hours.
When a new version was built, the designer would play it and give
instant feedback on the physics: what was not right and how the next
iteration should feel. If the game mechanics needed any additional
graphics or change to the existing ones to make it more fun, this was
always put on the fast-track, getting in front of all the other tasks
the art team would have had on its table.
The
lead designer also took part in testing the core mechanics a couple of
times a week. This is always important, since many times people working
very closely to the things they love can get blinded to errors, or end
up trying to tune and tweak something which will never work. This
working method allowed us to get the core game mechanics to the point
where we wanted it to be, and enabled us to more easily drop some
features from the core which were loved by team members but that in the
end wouldn’t have worked so nicely together. However effective, this
approach requires some extra attention when planning the project; we
will discuss more of this in the “What went wrong” section.
Gameplay value.
Even though the action mode at its core is pretty simple, we managed to
make it fun and more varied by adding some details, like stronger winds
as you go up, roofs and some visual easter eggs. This, coupled with the
long-term challenge of the city mode, gave the game a great span of
gameplay. Building a tower is satisfying and challenging on its own,
which is good for a quick session on the subway, but the city mode adds
an extra layer of complexity that players can solve and experience over
longer periods of time.
Porting the fun to the low-end phones.
Usually it’s a huge challenge to make a game that is fun both in high-
and low-end phones. Tiny screens and slow performance usually force
developers to compromise on the gameplay experience, especially in
action games. In Tower Bloxx, we took lots of care with the physics and
the collision detection of the action mode to ensure that it would run
well in limited environments, and we also made many graphical elements
using code (such as the city background), which not only saves precious
space but also makes it very easy to scale to different screen sizes.
We also planned the puzzle element with this in mind as well. As a
result, it was an easy game to port, and the game runs as well on a
low-end phone as it does on a top-of-the-line one.
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