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Player Thoughts - Flappadiddle
15th May, 2017
Regular game reviewer RSKGames has sent his thoughts on this week's game.
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You can Play Flappadiddle here.
Tribute?! OK, sure! But I'm not sure it's normal to call something a tribute after just 2 weeks of the original being created!!
Yeah, Flap Across was an unexpectedly fun game, and luckily this version turned out just as good.
This is, no doubt, in response to yesterday's blog post, where I mentioned that I'm creating an automatic title generator.
Worry not, my usual brand of odd naming will continue. The generator will just be there to give me ideas whenever I'm drawing a blank.
Games like Geartography only got their name after I'd spent ages juggling bits of words, trying to come up with a new title. This tool will, hopefully, give me a few prods in the right direction.
Don't think of it as an "End-of" tool.
The game's first day or so was spent tweaking, tweaking, tweaking and tweaking!
The physics for the little bird were incredibly difficult to get to feel right, but I'm pretty confident they're doing well, now.
I did try to wrangle them into touch/mouse controls, but couldn't quite get those methods to work as well as the keyboard/joypad controls.
Also, the "thumbs in the way of the game" issue made things even harder!
Both very lazily done. The bottom lava/river is a simple bunch of rectangles moving over a sinewave.
The bricks are similarly lazily done, and all exist on a single 1024x1024 image.
How to draw/replicate the bricks.
1. Draw a single 64x32 (IIRC) brick.
2. Lighten the top and left sides.
3. Darken the bottom and right sides.
4. Tile the brick sprite over a 1024x1024 sheet.
5. Create a 32x32 image, full of nothing but "noise"
6. Scale up to 1024x1024, then overlay it onto the bricks, with "Multiply" blending.
For the most part
There are still glitches, which I'm tempted to head back into the code to try and fix.
But otherwise, yes, it does seem to be doing a good job.
It helps that, once again, I've added a "mini-player" which plays the levels as they're generated, to check that the routes are vaguely (usually) possible.
The scoring was incredibly difficult to decide on, and there is, in fact, still a leftover of a lost scoring system in the game.
If you ever find yourself in a scenario where you can drop from one platform to the next, without a single flap, then you'll notice (maybe!) that you get two bursts of stars instead of just one!
I originally had the game with all platforms initially onscreen, and you trying to score combos in this style.
It was very hard!!
It didn't last long, and was replaced with the timer-based bonuses instead. But if you can find any, you'll get extra stars
Assume this is an example of how much I played the finished game!
Usually, by the time I get up to the final compiles, setting up the highscore tables and such, I've played more than enough of a game to then bother making decent highscores.
(Most of the gameplay development is done on the HTML5 version, which doesn't allow for online scores, and also has a habit of losing all progress, due to the cookie-based nature of the HTML5 save method.)
For this game, once the game was "finished", I was ready to play it to death! And that's exactly what I did, and why the leaderboard scores were set so high.
Yeah, later on it becomes more a challenge to just stay alive.
I did think about other ways to do the scoring. Maybe pickups to add extra bonus time, or something. But then you're having to struggle to reach even more objects, and it seemed a little unfair.
Perhaps I should've increased the basic "No Bonus" scoring, depending on the level the player's on..?
Not bad for an hour's work!
Some weeks the music is a struggle, but this week's Choon flowed amazingly well.
I'm not happy about the abrupt ending/loop though. This game lasts far longer than the Choon does!
Now, if only I could transfer those lovely controls over to a touchscreen...