The “Pro Tips” was a feature I came up with after the first beta testing round, when it became clear that the game’s rules are rather hard to get in the beginning. I developed the tutorial at that time, and when that freed up the space on the Pause page, I started drafting tips which are now shown on the Pause page. I’m hoping the tutorial and the tips will reveal enough about the game mechanics so that novice players get intrigued to explore the scoring secrets of the game.
However, I’m still getting feedback that the game is pretty hard to grasp in the first few sessions, even with the tutorial. This is my greatest fear – that players get so frustrated over it that they do not want to play it. Which would be a pity, because once you get the hang of it, it’s an awesome game! 🙂
Oggipital certainly goes in the “hard game” direction, and it will be stated more or less directly in the App Store description. You wouldn’t believe it, but it’s actually Terry Cavanagh’s “Super Hexagon” which is the source of inspiration for Oggipital. The original idea was much more towards “line graphics on acid”, but more on that in a later post. I’ve used examples like “Super Hexagon”, “Pivvot”, and to a certain extent, also “Flappy Bird” as references to hard but simple games.
There is one distinct difference though: Oggipital is certainly much”richer” than these. Hard/impossible games have usually extremely simple game mechanics – they have to, else the hardness would be too complex. I think my test group touches on this fact. There’s more to Oggipital than just mindlessly tapping the screen, avoiding one thing, aiming for one thing.
I recently bought Simogo’s “Year Walk“, which is insanely beautiful and the media attention it got has been astonishing. But I got to say, I was a bit disappointed with the game mechanics themselves, the media attention had drummed up my expectations a lot. Passing that, I still think it’s a great game. It requires a lot from you: the puzzles in it are hard, there are not many clues, you might get frustrated. You really have to put your mind to it. I think Oggipital is in one sense similar – you need to give it a bit more time. Games like Flappy Bird are easy to throw away in a second when you notice you don’t like it – because there is nothing more than that one thing in it, so it can’t surprise you positively anymore.
This made me think. “Hard game” players are a minority (no matter what you say about Flappy Bird). It’s not directly related to if the hardness is from complexity of the game (such as hard puzzlers), or from simple but aggravating game mechanics (such as Flappy Bird). “Hard Game” players, of the Oggipital category, like to explore the underlying stuff, and they like to spend time doing that. But most players prefer simple games – simple in all aspects. So I’ve decided that it’s fine if players don’t like Oggipital. Not everyone will – actually, only a minority probably will. Still, it conforms to Sneeweis’ motto – it’s a game I like to play.
So, this post starts the “Pro Tips” feature on this blog. You will get one tip each day, more or less, until the release of the game. Read them all – I invite you to challenge me on the High Scores leaderboard in Game Center!