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Longer but less levels or shorter and more levels?


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#1 Akimbo

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Posted 12 June 2012 - 03:24 PM

What would you guys prefer? I'm creating a top-down defense style game and was planning on releasing it on the android and don't know which path to take. Would longer levels with the ability to save and resume later be ideal or is it better to use more levels with shorter game time? Thanks.
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#2 11clock

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Posted 12 June 2012 - 04:04 PM

I've been wondering this, too. I honestly don't care, but I'd like to see what other people prefer.
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#3 masterofhisowndomain

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Posted 12 June 2012 - 07:29 PM

Perhaps the answer is to do both? Why not begin with shorter levels, each of which introduces a new concept or theme to the game; then later on, the levels could become much larger -- therefore presenting a much greater challenge. On that note, I prefer a variety of long and short levels.
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#4 kburkhart84

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Posted 12 June 2012 - 08:33 PM

I don't think it matter much, as long as you can save often. Mobile games get interrupted easily, by calls, or by life itself, and I don't want to have to replay the whole level to find out that in 30 seconds I would have finished it if it is a long level. For example, my "Missile Command" clone (only in gameplay) is based on 1 minute waves, and allows(actually is automatic, or will be) saves to happen between each wave, so that the player doesn't have to redo much if they quit.
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#5 psycho666

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Posted 12 June 2012 - 08:53 PM

Shorter and more waves. For mobile aplication it's deffinetely short game, but large variety of levels to keep the player interrested in the game... You may add different enemies for different levels, you can add different game modes (like some restrictions, like for example 10 towers in tower defense games, or 1000 resource, no matter the kills, or reach 100 kills before 10 enemies escape)...
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#6 Akimbo

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Posted 12 June 2012 - 09:58 PM

Shorter and more waves. For mobile aplication it's deffinetely short game, but large variety of levels to keep the player interrested in the game... You may add different enemies for different levels, you can add different game modes (like some restrictions, like for example 10 towers in tower defense games, or 1000 resource, no matter the kills, or reach 100 kills before 10 enemies escape)...


I think the idea for different game modes with restricting options is a good idea. I think I'm going to take a large level and sorta break it down into sub parts.
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#7 dannyjenn

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Posted 13 June 2012 - 01:52 PM

Make the levels short. I don't know if this is true or not, but when I hear "mobile" gaming I immediately think casual gamer. Not people who are playing the game because it's an amazing game that they want to sit around for hours playing. If I had like 5 or 10 minutes to kill and had a phone with the game on it I'd rather be able to get through several levels (or for the levels being so challenging I'd have to replay the level several times) in those minutes rather than spend the entire time on a single really-long level.
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#8 Stian Aune

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Posted 13 June 2012 - 06:00 PM

Remember that Android games might actually only be played for a few minutes at a time, so you should focus on making the levels progressively more difficult, but make them remain relatively short.

You could make the levels longer, but make sure you could save a "checkpoint" between waves to return to if they are interrupted by calls or just shut down during the game.

Edited by Stian Aune, 13 June 2012 - 06:03 PM.

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#9 Kawasaki Games

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Posted 17 June 2012 - 06:31 PM

As others have said usually phone games are only played in short bursts and often more than not by casual gamers so shorter levels is definitely the way to go here. Even so however, be sure to still allow plenty of chances to save such as between the levels. Also if you do this, consider doing things to make each level unique such as randomizing textures/backgrounds between a selection of several each level for each different stage, or randomizing color palettes for various towers/enemies each level in order to keep the player from feeling like every level is the same and since they are so short allowing new content to be shown often to keep the player interested.
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#10 Insert Name Here

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Posted 21 June 2012 - 02:10 PM

What would you guys prefer? I'm creating a top-down defense style game and was planning on releasing it on the android and don't know which path to take. Would longer levels with the ability to save and resume later be ideal or is it better to use more levels with shorter game time? Thanks.



I am making one for the pc that uses Zelda enemies. I would say short levels with a boss of some at the end for some. With others do longer levels.

I do not know if you would want to, but a mode where you can build and send out an enemy when you want for practice would be neat.




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