Catcher at the A MAZE./Berlin Festival

Introduction

I’ve been to the A MAZE./Berlin Indie Festival last week – and apart from meeting a lot of fellow game developers, playing awesome games and making weird cat glitch art at workshops, I’ve also been showcasing Catcher!

It’s been a rollercoaster of joy and frustration as I tend to be emotional when it comes to my creations, but I want to know what people really think – so often I just watched people play without telling them that I made the game. It’s incredibly humbling to see people pick up the game, try it for a short while and then walk away frustrated because they don’t get it. On the other hand, it feels so good to see people finishing sector after sector and still trying after dying countless times in the later levels!

I got lots of valuable feedback. The most important aspect to me are my observations regarding accessibility – it’s okay if people decide that the game is not for them, but it’s NOT okay if they just don’t understand how to play. Following are are the main problems and how I intend to solve them.

Using the right mouse button to close the net

Some players didn’t get that they have to use the right mouse button to close the net.

While this was explained in the wordy tutorial text in the first screen, almost nobody read that. (The best way to hide secrets in your game might just be in long text passages.)

An image might help because it’s faster to understand and draws the eye more:

The new image explaining the controls.
The new image explaining the controls.

This will be shown until you have finished a level where you catch at least one enemy with the right mouse button. (You can also catch enemies by making looping motions – but this is a lot harder to pull off later and players should definitely know the right mouse button method.)

Damage feedback

Some players didn’t understand what to do at all, rammed their ships into enemies and didn’t understand that this hurts them.

While I could explain this via text, I think that’s mainly a feedback problem with three portions to it: What happened, where did it happen, and what was the result?

After my improvements, when you touch an enemy with your ships, the feedback looks like this:

  • What happened: “Ship Collision” is displayed. A damage sound effects plays. Bright damage particles spawn at the point where it happened.
  • Where did it happen: The ship that collided blinks red for a second.
  • What was the result: A newly introduced healthbar at the top gets smaller. (Health was always in the game, but previously only expressed in % in the upper left.)
The newly introduced healthbar, collision particles, feedback text and a red blinking ship.
The newly introduced healthbar, collision particles, feedback text and a red blinking ship.

The healthbar also refills visibly between levels, which will hopefully teach the players that their health is always full when a level starts. (One less thing I previously had to express through text, yay.)

Little movements

Many players had problems with little movements. In most games little movements will be tinier and more precise – in Catcher they just don’t work at all right now and result in big unwanted turns.

I haven’t tackled this yet, but I’ll probably change the controls so they react less to little movements. This shouldn’t change how the game is played too much because right now experienced players mainly make big movements anyway – because small movements are currently imprecise and useless.

Will this work? I don’t know – but in two weeks there’s a local playtesting event here in Berlin, and I’ll watch players there. Keeping my fingers crossed! And if not: Back to the drawing board with me.

Other improvements for the next release

Other things the next release (probably soon!) will have:

  • Particle effects for nearly every enemy now. The game looks SO MUCH more lively now.
  • Lots of little bug fixes.
  • Visually improved catcher ships! This one was due for a long time now. They’ll point to your mouse when being apart from each other, and dock when they get close.
The ships turn towards the mouse.
The ships turn towards the mouse.
The ships dock together.
The ships dock together.

Thanks for reading!

After posting all those status updates on TIGForums, I thought I had to start here (and at IndieDB) too. I hope you enjoyed it – it’s just about the first time I’m posting updates on a game that is not out yet, so it’s a bit unusual for my blog.

If you’d like to play the game, just click here
for a Unity webbuild and desktop downloads!

Catcher! – a beta post for an unreleased game

Since I’m showing my game around on the TIGForums, I thought I might as well leave a post here!

Catcher is a game about (surprise!) catching things! Especially geometric forms. (In SPACE!) With two spaceships, here depicted as circles. These two spaceships are connected by an energy line, which you will use to border your enemies and open a dimension rift by closing it – and thereby defeating anything inside! It features over two dozen unique enemies on more than 30 levels. :)

Among the various things yet to be done, the most notably one is the tutorial. I hope you can get it together alone with a description of the keys and the menu entry “Demo“:

  • X and C makes your spaceships (the blue circles) flying nearer or farther to each other
  • The mouse wheel, if you have one, does the same as X and C
  • Pointing the mouse makes your spaceships turn
  • Clicking the mouse (left or right) makes your spaceships move

The energy line breaks when
a) one of your spaceships touches an enemy or
b) the energy line crosses another part of the energy line (remember: DON’T CROSS THE STREAMS!)
If the line broke, you can restore it by holding X (so that the spaceships touch each other).

Enough babbling, more playing:

(It is Java Web Start, so no installation or unzipping needed :) )

While all and every feedback is appreciated, I especially want to know:

  • How do you think could the controls be improved?
  • What didn’t make sense to you? What wasn’t clear? What needs to be definitly in the tutorial?
  • And bonus question: Do you have any ideas regarding new enemies? (This is a bonus question because I don’t know if I will include any new enemies right now, but this will be good to know for the next version :) )
  • Ultra-special bonus question: Anyone has an idea for a better name for the game? I’m not sure I’m content with “Catcher”, it seems kind of too general.

Still missing so far:

  • Sounds/Music
  • Tutorial
  • Random Mode and Endless Mode need besser formulas
  • General polishing

Silence, or: The Best Is Yet To Come

For the last months it was pretty silent here. So does this mean I turned my back to game development? Actually, no – it just means I am busy with projects bigger than a 7-days-prototype.

The first project I was working on is called Catcher. It began as a university homework and evolved into the first game project I ever started to make and was really determined to finish. Sadly my laptop was stolen, and while I have the latest (playable :) ) binary, the latest code backup is a bit older. I will have to rework a bit before I can publish it – and a few things like sound, music and polish are still missing entirely.

Furthermore I am working with some friends on an as of now unnamed multiplayer-tower-defense with the working title Netwars, which had reached quite a state but wasn’t yet playable. The thief stole me a month work on that, but since I really like this project I will work hard to make up for it!

And the best thing last: I am working with some students of the Games Academy Berlin on an as yet undisclosed Facebook Flash Game. Fame and fortune, here I come! :) (I am really excited about that and look forward to present it to all of you!)