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Member Since 20 Oct 2008
Offline Last Active May 18 2015 09:06 AM

Posts I've Made

In Topic: Improving player retention in a dungeon runner webgame

28 September 2013 - 12:59 AM

When a player is playing the game, they are executing lots of repetitive cycles that form the core mechanic or inner loop. The outer loop is just the cycle of the player coming back to the game again and again.


A player can have a lot of fun playing a game, but when they stop playing they may not come back, or may only come back when something reminds them, "hey that game was fun, I should play that again."


I'm looking for improving that part of the game-- reasons to come back and start another session. Things like having goals long term goals and progress, avoiding progress loss, social elements etc. Trying to get a higher position on the leader board would be an example. 

In Topic: Handling object pickup "races" in multiplayer coop?

26 February 2013 - 02:27 PM

Thanks for the suggestion.


I'm not sure if that will work for this game (typical latency will be higher than most FPS), but I should be able to test that idea shortly and see if it feels okay.

In Topic: Is flash good choice to make game in?

22 February 2013 - 03:09 PM

If you've already gotten some headway with Flash, keep going until you've released a game or two. People who play web games will still have Flash installed on their desktop (assuming it doesn't take you years and years to develop your game).


Re-evaluate in a couple years and you may decide to switch to HTML5, Unity or something else.

In Topic: Unity crossdomain issue

19 February 2013 - 02:38 PM

Are you trying to run the unity game from the Unity IDE, or from a browser?


Try checking the IIS logs to see if you can see a request for the crossdomain.xml at the time you think Unity should be making the request.

In Topic: Adding a Twist to Tower Defense

26 December 2011 - 06:16 PM

I recommend playing a bunch of TD games and seeing what makes them fun. I recently enjoyed the Cursed Treasure defense games (you can find them on Kongregate, I forget who made them). I've only written one flash TD-type game, but it was reasonably popular with about 2 million plays to date (http://lab.wx3.com/defender/).
Without playing it, it's hard to say what would make yours fun, but I would say the essence of tower defense is the player making a series of choices that help him defend his base against escalating waves of attackers. For the choices to be interesting, there needs to be a trade-off. Typical trade-offs include:
  • defending well against one type of attacker vs. a general purpose defense
  • creating defenses now vs. creating infrastructure that will make stronger defenses later
  • choosing which areas are most important to protect