With over 200 million iOS devices in the world, what's the point of making a game for only the "best" gamers?
The controls are not frustrating, but the whole concept in itself is new so, yes, there is a learning curve. So at first glace this may look like a platformer, but in fact there is a lot of elements from ball rolling games, as part of the game is to balance the car. Hey, we never said this was a hardcore game, 'cause it's not! What I'm saying is, that mastering and learning the physics is part of the appeal in this game. Just like in, for example, Labyrinth, or Monkey Ball - or learning the physics of a new racing game What I like about this game is that it can be played on different levels - you can play just to get as far as you can, but if you play lively, collect stuff, hang on edges, move a lot - you'll be rewarded with points. Also, we have the time trial mode Sunday Trip - without any holes. Just tricky ways to travel as fast as you can. Anyhow. Promise to get back to you guys on the price.
I didn't mean that the game should be made for just the best just saying that gamers in general can adapt
Well, you said exactly the opposite, only that the best gamers can deal with it. And what if someone is not a "gamer" at all, but just someone who wants to pick up a casual game and have some fun with it? Simple, intuitive, accessible controls are very important. Your statement to the contrary is very revealing about your way of thinking, you might reflect on what your choice of words says about your psychology and attitude toward other players.
We're going all out on this... Unlike a lot of other games on iOS, all the text in Bumpy Road is available English, French, Italian, German and Spanish. And because we're from Sweden, we put Swedish in there as well. This is of course entirely optional, as a lot of people prefer to play in English anyhow.
Oh, also. The preview you played had some pretty nasty collision bugs, that very pretty unforgiving. We're handling the hole thing a lot nicer now, as you can actually balance on the edges and then do a save! Makes for some pretty cool and intense moments (and we're also giving bonus points for doing so!). So, in all, as we're handling collision stuff better now, the game is pretty forgiving.
On the same token, you seem to be suggesting developers scupper any originality their game might have just because it presents a small learning curve that a few morons around the world can't be bothered to tackle. Games need to be good in their own right, it's one thing to make them appeal to a wide audience but every so often they want to do something different, and if that means a small risk then good, because someone has to push the envelope.
THANK YOU this is exactly what is was trying to get at, but am not as experienced with words as I wish and often don't think through what I am posting. That no game can suit everyones needs no matter what any developer says. That's why places like Toucharcade exist. Groups of people helping others with gaming decisions. If no one pushed the proverbial envelope than we would still be playing space invaders.
Good points. On the same note. Good games to compare Bumpy Road to on this matter is Hook Champ or Tiny Wings. In those games, a lot of the appeal is to learn the timing, build momentum, and having fun while learning to master how the controls and physics work. And transparently, as you play - you just get better, it just clicks after a while, right?
Difficult controls are not "originality", they are just obstacles to play. If you want a game to be harder to control in order to make it more fun, you can always just play with your toes. The rest of us would rather have a game that is easy to control so that the challenge comes from the game itself.
Jeeez do people just come here to moan and complain I'm just interested in a release date and/or price as to me this looks great.
Have you played the game? Do you know that it's the controls that are difficult and not just the fact they're different and it's actually the game mechanics that take some getting used to? Because that's what I'm seeing here. The controls look as though they work perfectly well, it's just odd having to touch behind the car to make it go forwards because you need to get your mind around the idea that you're controling the world and not the car itself. That's originality.
No. I only ever responded to the comment that it's no problem if the controls work poorly, because the "best gamers" can adapt. If think it's better if the controls work well, then you're agreeing with me.
The controls are well suited here. They work flawlessly and I have yet to become bored with the game.
Well that's what threw the conversation off, because he wasn't talking about poor controls, merely an alternate control scheme that might take some initial getting used to.
You must be looking at a different posting. I was replying to, "Besides the best gamers can learn to play with almost any controls." Any controls includes poor controls.