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

#5097255 Improving player retention in a dungeon runner webgame

Posted by on 27 September 2013 - 10:05 AM

My project (Lost Crypts) is a coop Flash dungeon runner, mixing elements of Gauntlet and Rogue. Right now, the core loop works. There's always room for improvement, but the general consensus among play testers is that it is fun.


I talked with someone who is an expert in monetization for these kinds of games and his primary concern was retention and player investment. Right now, the "outer game" loop is relatively weak. You can unlock deeper levels and get on the high score list, but apart from that there's not much to make players come back for the next session.


I have a couple ideas for improving this and I'm looking for suggestions on how to improve them or other ideas:


1.) A mechanism for carrying items to the next life. So if you find a good item, you won't automatically lose it when you die. E.g., if you find a "Last Will" in the dungeon, one of your magic items will pass to your next character.


2.) An achievement progress system. Similar to quests or challenges, players will be able to unlock tiers by completing achievements:

  • There will be a set of possible achievements for each tier (e.g., reach level 10, kill 7 monsters in 1 second, etc, find a special item, etc.)
  • If a player completes 7 of them, they unlock the tier.
  • This will give a permanent reward and their character portrait will show a background indicating the highest tier they've reached and they can start working on the next tier. So every time the player plays, they are potentially making progress.
  • The permanent rewards will be in-game useful. For example, the first tier might be the tavern and once unlocked the player always starts with 1 food.

Ideas for other outer loop mechanics? Problems or improvements to these ideas?

#5035548 Is flash good choice to make game in?

Posted by on 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.

#5035228 Handling object pickup "races" in multiplayer coop?

Posted by on 21 February 2013 - 07:47 PM

This is partially a design question, but it's one driven by the realities of networked play.


I'm developing a Flash, multiplayer coop game, very similar to Gauntlet. One issue that I foresee being a problem is more than one player going for the same object (say a potion). 


In order to make the game feel as responsive as possible, players' entities are moved locally on the client instantly, with the server only correcting the player if they did something impossible. Most of the time this isn't an issue, but where it will be an issue is if two players both try to pick up the same potion. The server currently will give the potion to whichever player arrives at the potion first, but from a player's perspective they may see the potion go to another player who seems farther from it.


I expect this will be annoying to the players and look like an unfair bug.


I've thought of one solution: have objects "drop" from an entity (like a chest). Every player will see the object and every player will be allowed to pick up the same object (possibly within a time limit). The object will only disappear from the client's view once they pick it up or the time limit expires. 


Anyone have a different suggestion?