Game Design Music and Art

Speedgame: Sower – HanClinto

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
Hey all!

I'm starting threads to give feedback to all of the entrants to this year's CCN Speedgame contest. Everyone did some good things this year, and I wanted to make some threads to give encouraging comments and constructive criticism. This week, I'll be making threads for 3 games each day, so as to hopefully not bump all of the other discussions off of the main page, and give everyone some daily-focused-feedback on their games. Feedback is an important part of the CCN contest, and I hope that we can give a big "thanks!" to our entrants by letting them know how they did! I don't think everyone should necessarily give numbered ratings like I did -- just some words of feedback and encouragement would be fantastic.


Sower (by ArchAngel):
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Xian:
4 (Not much here, but I think that's okay)
Fun: 9 (Top notch stuff -- I only dock a point because of the lack of control of the game, it's a bit too random for it to be as fun as I would like)
Orig: 10 (Very original stuff -- I was quite impressed)
Gfx: 8 (Beautiful and consistent artwork -- I found it extremely pleasing and consistent. The variation in the field elements was an amazingly good touch. Lacking a bit, in that the over-the-sun text is hard to read over the monsoon graphic)
Stab: 9 (Very stable game, didn't seem to use much of a game engine, never crashed, no problems whatsoever)

Summary:
Think "Sim Farm" meets "Miles Bournes" -- a fun farm management game with depth, strategy, and an element that's up to the luck-of-the-draw (literally).

Feedback:
WOW! Arch -- I must admit, your self-deprecating deception tactics were starting to work on me. You really surprised me with an amazingly complete game, and all of those hours you've spent over the years refining forum game rulesets seems to have really paid off in spades (pun somewhat intended). The elements of variation in the game (water, thorns, stones, growth) are all very well balanced, and it's an amazingly fun game to play. I really like all of the different factors that play into a successful farm, and I really like how it's one huge game of Rock-Paper-Scissors. Each piece fits into the puzzle, and while the giant heat lamp is rarely useful, it's the kind of thing that when you need it, you need it.
I love how there's an equal and opposite force for every disaster in the game, and especially how not all of the disasters are completely bad. For instance, rocks can be quite helpful to get a quick start to your field, but they should be removed after the plants have grown a bit. Weeds are always a thorn in one's side, but whaddya' gonna' do? I think my favorite card is the Crop-Duster-O-Miracle-Grow, though being able to instantiate a rainy season is pretty cool too (I'm reminded of a certain Matchbox 20 song...).
The graphics are really great! I love the variation in all of the graphical elements, and you pulled the strong comic style off incredibly well. Everything about the game contributes to that funky atmosphere, and the transparent window is just a nice bonus in that direction.
The "waa waa" funky music sound fits the theme as well -- it's just all a very well polished package. I can tell that you really thought the gameplay through thoroughly, and I can tell you that it served you well. I've enjoyed the music so much I've left it on repeat for the entire duration of writing up this review.
As fantastically good as your game is, there are still a few areas where it felt to me like it could use some refinement. For instance, it was frustrating to not start with a "spread seed" card, nor get one for several turns, in which case, the only bag of seed is likely to fall prey to chaff or something.
I wasn't sure about the point of the 70 turn rule from a gameplay perspective -- there were at least 2 occassions when playing when I was doing very well and keeping my talents hovering around 0 (and was having a lot of fun with the game), when it stopped me because of the 70 turn rule. The game also felt extremely hard -- even with carefully studying the strategy (as you know Prof. Whinneynoodle is wont to do), it still took me a good number of tackles to finally be able to beat it.
But beat it I did, and I enjoyed it quite a bit. You really did a fantastic job on it, and I think it's apparent that you really showed some of your talent for planning out challenging, complex (yet manageable) game mechanics.
Top notch stuff -- very well done!
(...a couple days of judging goes by...)
So yeah, this is still the game that I've been returning to and playing when I should be playing and judging other people's games. It's just some very good and addictive fun. I've think noticed myself getting better at the game, but I still hate aphids and ravens and the 70th turn.
Something I noticed today was how clever it was that the "hole in bag" card isn't all that bad of a thing, especially if you're jonesing for a "spread seed" card. I had that come in handy a few times while playing this evening -- I think I won at least 3 or 4 times tonight, which is better than I usually do. I think the fastest I won the game was in 8 turns (though if I were really pushing, I might have gotten it in 7), and I also got a 12-turner. I had one game where I was at 15 talents on turn 70, and that really hacked me off since I had more plants coming up soon too. Ah well. All told, you did a great job.

[This message has been edited by HanClinto (edited August 27, 2007).]

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
wow. thanks for your encouraging words, Han!
I'll have to tell my friend about the music. I used his mac (Soundtrack) to make it. Was a blast to make.

I've gotten comments on the spread seed card in the beginning and on the update, I'll either ensure a spread seed at startup or have some way to prevent instant death. Maybe an ScareCrow card to start out with. maybe either or.

The 70-turn limit was to make the game harder. No lounging around.
Why 70, well, an incredibly weak reference to the 7x70 times.
you know, end of forgiveness. jk.

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"The generation of random numbers is too important to leave to chance."
Soterion Studios

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
The scarecrow is a good idea, since it prevents both ravens and chaff. Neat idea.

I think the thing about the 70 turn rule that was hard for me is that the game is so dynamic, that it's hard to ride out the hard times and win the game -- it often feels like if you don't win within the first 20 turns, then you won't have enough time to recover before the time runs out. The game seems to be a bit more of a "trying to do better on average" kind of simulation, where you cut your losses and weather the storms as well as you can.

As such, it feels like expanding the scale of the game (larger than 70 turns, and perhaps a higher talent goal) could add some stability to the game and make it more dependent on skill than luck.

Just some thoughts. Regardless, great job on the game -- it's a fantastically large amount of fun to play.

--clint

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
yeah, the win conditions, I admit, were rather a hack job from me and will probably be going under the reconstruction hammer. I wasn't too happy with need for a good start to win, either.
I'm open to drastically changing the conditions, also.

also, considering new cards for more strategic possibilities, updating the soil graphics, more GUI features(some animation when an event card is rejected by a slot card). wasn't really up to it at 4am.

so, any feedback welcomed (and han, yours is mucho appreciado). you guys are kinda my beta testers.

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"The generation of random numbers is too important to leave to chance."
Soterion Studios

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Let me preface by saying I need to replay your game. I woke up at 4AM on Sunday morning and could not fall back asleep. So I looked to see what new games were available and played yours and Finding Keepers. So I wasn't exactly in the right frame of mind. Don't let that take away from my comments below, though.

Hey Arch. I just want to say how proud I am of you. I thought you did a spectacular job. The graphics were consistently cartoony. I like the thick outlines. I was really happy to read how you worked differently this year. Your sequence of what to work on shows a good knowledge of the important things.

For example, I never actually thought twice about the lack of images on the cards. I never actually thought they were plain or anything. Had you spent time focusing on that aspect, the more important garden graphics may have ended up suffering.

I like the Milles Bourne idea. It does sorta have that feel. But it really is a unique game outside of that concept.

I have not played the game as long as Clint, so I was unsure of the balance between strategy and randomness. I sometimes got a slew of the same card and about all I could do was just use it and get it out of my hand even though it was not an appropriate card to use.

I think the concept with a terrific start. I feel you are now at the point where the game needs to be balanced. I don't know how you implemented things. Is the card selection completely random? I would recommend placing varying weights for the cards based on how often the user will receive the card. Better cards should be more difficult to get. Another option is to internally keep track of a deck of cards. 5 of such and such. 2 of such and such. But this, too, should contain a strategic balance of cards. You can even give this knowledge to the user so they know something like, "Well, I only have one rain card left so I may not want to play such and such a card." In any case, my point is the balancing needs to be well thought out. Definitely requiring beta testers.

Perhaps also give the 70 turn thing a different spin. Rather than ending the game. Make 70 a level end or something like that. Tier the ending with varying points based on how the player did. So, they didn't complete the full goal. They get some points but they stay at Level 1, or something. What does Level 2 consist of? I really don't know. But it should be more difficult to complete than the first level.

Nice call on the 70 thing. 7 is also just an important number in the Bible which is why Jesus used those values in the 7x70 reference.

Ohhh, it was 4AM so I did not turn on the music. I will definitely listen to it when I play it again.

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
so, yes, the game needs balancing.
As for cards, I created a deck with certain numbers of each cards (1 locust card, 2 ddt, 10 harvest, etc) and a card is randomly chosen from the deck. I have a consistent number of cards throughout the game. It's basically a deck of cards that is shuffled every turn. Trying to keep the basic card game concept. Might have to veer away if gameplay requires.
Some cards I put a large amount in (e.g.Spread Seeds) as almost a buffer from getting too many Miracle Grows and Aphids.
It still needs more tweaking. I'd also like to add more cards. Maybe even cards that are dependent on other cards in hand/slot. Perhaps borrowing some tips from poker?

and yes, 7 is the number of perfection and completion. I like to use it alot.

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"The generation of random numbers is too important to leave to chance."
Soterion Studios

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Dude! Sounds like you already know these things and have some plans in store. I want to encourage you to keep at it. I'd say do your tweaks and additions and then give it out for another round of feedback.

I have to agree with Clint, you did sell yourself short. You pulled off a fun and complete game. And I do really like the artwork.

SSquared

Member

Posts: 654
From: Pacific Northwest
Registered: 03-22-2005
Oh, I just remembered. When I was looking over the page of winners, I did not recognize your real name so I just sort of skimmed it. Then all of a sudden I realized who it was and I let out a "Cool! Arch placed!" My wife was probably thinking, "Huh? Arch? What is he yelling about?"
ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
haha, thanks. If/when I hit CGDC, I'll have to put "Arch" on my nametag or something. Or just introduce myself as ArchAngel in hopes that they're a CCNer. After all, graceworks is the resident "Tim."

and hey, you can chalk that one up to my last name being spelled "Doraisk" as opposed to "Dorais."
That last letter makes it look ukranian as opposed to it's
Englishized Canadianized French.

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"The generation of random numbers is too important to leave to chance."
Soterion Studios

HanClinto

Administrator

Posts: 1828
From: Indiana
Registered: 10-11-2004
hehe, you wouldn't be the first CCNer to write their nickname on their nametag in big sharpie letters (or to go by your online handle as an in-person nickname)

Wow. So you're a half-Korean Englishized Canadianized Frenchman with Ukranian associations? That's pretty cool.

Now that you're really making complete games, we'll certainly have to drag you out there for the next conference. For the past two years, the CGDC has been a line item in our budget as my wife and I have saved up for it for many months in advance.


So are you interested in continuing to work on Sower? I know I made suggestions for expanding the scope, but I sortof like the smallness and completeness of it too. Have you been continuing to work on it after the contest?

Until SSquared mentioned something, I never realized that the cards didn't have graphics on them. I agree with him -- I don't think they're necessary at all.

--clint

ArchAngel

Member

Posts: 3450
From: SV, CA, USA
Registered: 01-29-2002
haha, yeah. Because of my internship/school I wasn't able to make it this year. (had about a total of one week of summer break).
A roadtrip next year might sound good. hopefully my schedule and finances will fall in to order.

Didn't get to work on Sower yet. Wanted a little breather and was busy with a technical write-up for the end of my internship.
Honestly, I'm a little scared to face my jumbled code. First step might be to just clean it up. Atleast I started out organized....

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"The generation of random numbers is too important to leave to chance."
Soterion Studios