Thanks for reaching out. I got your email and am happy to join what seems like a great enthusiastic group of testers! I know many of you already from other projects we have worked on before and look forward to meeting the rest of you. I guess I am not a "spy" anymore huh? Looking forward to when the next build is ready so I can have a game to go along with all the reading I have been doing! (still a little leery that people can just pop in when they feel like it and see what everyone is saying but hey I can try new things too and be ok with them!)
I think you quoted the wrong thing .... Also because I am the only one who is not thinking there are levels based on luck ... But yes some could be solved by luck. EDIT: I am not the only one!!! Good!!!
I haven't seen any levels that I'd say are based on luck - sure, you could hit things "just right" and bounce Toshi onto the dance floor, and I actually like the levels where you have to time your actions, but all levels are repeatable and play the same way if you play them the same...
Welcome, and thank you for joining this awesome group of testers and don't worry about the other people who can pop in - they will join us along the way I didnt quote the wrong thing - I just gave a crappy explanation What I meant was that in the levels that require more skill, it was harder to measure the "right" number of shots. If there are levels where you feel getting 4 stars is too easy, let me know. True So basically you're saying we turn it into something very similar to the first level tutorial?
Lot of my feedback has been already given. But anyway he it is in one post. Please note I played lot of levels random .... Not all of them again! And I used the hints a lot ... Not out of need, though. Toshi report - General impression with this version - let us know what do you like about it compared to the previous one The changes are subtle, if we do not look at three features indicated below. I find the changes in graphics a subtle but big improvement. Except for the green blocks. It feels like they got very brighten, too much for my eyes. But I would only reduce brightness. I am also happy you decided to change Toshi of level 3. * - What are your 2 Major objections with the game after playing this build? Let's see. The main one is the scoring. I was one suggesting the count down, but now that is there I would encourage a golf system. Declare the number of shots at the beginning of a level. This will give a reference. Then count up. Also use always the same metric in giving stars. If done with minimum possible shots 4, more but under par give three, if one or two more used give two, otherwise one. This will also free you from displaying all three stars duelling play. You only need to declare the shots (big number at the beginning maybe) and then display a count like in the form of 2/8 or something. My second one relates to the hint system. When we use hints on a level, we should be allowed to receive two star maximum or at least if you want to give them all, do not count them in the star count for buying hints. My third one (broken rules again) objection is a minor actually. The splash screen between levels should reflect the Toshi style in the current pack.* - Tell us more about which levels you love/hate I already gave feedback on this. So no need to repeat. Overall, you already have a good set. Check the new features - we need you to tell us what you think of these new features:* A) Hint system & tutorial - check it and see if it's clear and if it works in making the game more flowing and enjoyable. Also let me know what do you think of the tutorial for new block types* I like it. Tutorial is clear and needed. Hints, not always clear in the sense that I will expect sometime people to be frustrated because the hint is not really helping. B) What do you think of the new scoring system? (the total amount of stars is being displayed all the time and being used as a currency to buy hints)* See above. If you adopt a golf approach you do not need it, but need to explain as tutorial. Also please make the secret fourth star an achievement so that you do not need to explain it! C) what you think about the reversed shot counter? I kinda like it but I want to know if it works for you. See above. - bugs Not sure why, but the music stutters often on start of the game and sometimes when selecting the pack. Furthermore, when I select a level ... There it comes and horrible clink ... I mean noise.*
Great job FPE, already implemented some of the things you mentioned so here is a report back: Did you feel most hints were very useful if you did need them? Fixed, thanks! Almost all of you voted for that We tweaked the system based on your advice (even though not exactly identical to your suggestion), so I think it will work for you now We changed the text, now you dont "BUY" hints, you get a star "Penalty" for asking a hint. We also now use the total star count for a new leaderboard, so if you buy even 1 hint, you will never get to the top of that leader board. Will not change too soon (low priority) Any suggestions how to solve these situations? (btw, I feel that most of the time the hints do help quite a lot, making the game a whole lot easier to people who struggle with the concepts). Last question - Do you think a walkthrough on Youtube will be beneficial for those stuck on 1 specific level?
Cool, thanks I still wanna see how medianotzu and Kaboom123 experience the game with the new hint system since they are the main reason we decided to make it a major concern.
regarding the name: i dig "disco physics". another thing i find really good is the hint system. once i got where it is. thats my only concern with the hint - by glancing at the screen you cant "get it" that if you want a hint you need to press the lower left bulb. bug: i have a case in level 5-15 where tushi was half way inside the cube - part body inside, and part body outside. sent you a pic.
1. General impression with the game in its current state - also let us know what do you like about it compared to the previous ones. I love the game in its currents state I believe it is very good .What I like about this one is the blocks look better and the descriptions are great. It also has a lot more of variety than the previous ones. 2. Objection, your honor - What are your 2 Major objections with the game after playing this build? The description screen should have a button or something to press to continue because I'd try to make it go away instead I'd be shooting. The blue stars come out of nowhere and no real description on what theyre for or how to get them. what is it based on shots or time??? 3. Tell us more about which levels you love/hate - The data we have from previous round is still too thin to go into conclusions so we haven't changed anything in the levels YET. we know not all of you played all the levels so any kind of report on the levels will be welcomed (even if short) level pack 2 1. Like it simple but challenging 2. good difficulty 3. has no hints I like it its fun 4.challenging took me a little bit the first time 5.great 6.very challenging 7, great 8.very fun 9.awesome very fun also 10.awesome and challenging 11.fun 12.a little hard 13.challenging 14.too easy 15.simple but fun 16.too easy 17.awesome 18.i love this one 19.love it 20.love it Level pack 3 1.like it 2.simple but challenging 3.fun 4.love it 5.love it 6.too simple 7.fun 8.love it 9.love it 10.too plain not very fun 11.love it 12.love it 13.very fun 14.very fun 15.very challenging 16.love it 17.great 18.too easy 19.fun 20.awesome love it Level pack 4 1.fun 2.great 3.love it 4.love it 5.very challenging and hard 6.too boring 7.too easy 8.very challenging 9.challenging but fun 10.good 11.love it 12.fun 13.love it 14.love it 15.very hard 16.hard 17.great 18.fun 19.great 20.challenging Level Pack 5 1.love it very fun 2.awesome 3.pretty easy 4.very challenging 5.good 6.fun 7.too easy 8.very hard 9.too easy 10.level is repeated 2-1 11.fun 12.fun 13.very hard 14.love it 15.very fun 16.fun 17.challenging 18.fun 19.fun 20.a lot of fun 4. Check the new features - we need you to tell us what you think of these new features: A) Hint system & tutorial - check it and see if it's clear and if it works in making the game more flowing and enjoyable. Also let me know what do you think of the tutorial for new block types Hint system is good and very clear block lights up and arrow on it very clear.Tutorial for block types is great but needs a button or something so people dont start shooting trying to get rid of it. level 1-14 and 2-3 didnt have any hints dont know if that was on purpose or just dont have any B) What do you think of the new scoring system? (the total amount of stars is being displayed all the time and being used as a currency to buy hints) I like the scoring system and using stars to buy hints was a great idea. C) what you think about the reversed shot counter? I kinda like it but I want to know if it works for you. The counter is missing something for people to know exactly how many shots they get its not quite there yet 5) bugs killer - you know... bugs! Didn't encounter any bugs And the rating thing is very annoying to me. Maybe just once would be ok maybe.. but time after time it gets annoying and I actually will not go rate the game just based on being hounded for one. And my vote is for disco rescue
1) General impression with this version - let us know what do you like about it compared to the previous one I think this version seems much more stable. The lag is pretty much gone and the pause after restarting a level is completely gone, which makes the game feel so much better. I have still had wooden blocks break on the first hit even in this version, not sure what would be causing that possibly a collision error that makes the block think its been hit twice? 2) What are your 2 Major objections with the game after playing this build? It has been crashing on me more than usual. Once when I was entering the first level and once when I put it in sleep mode and brought it back out. I also still dont like the counter for the stars. Ill describe it in more detail below. 3) Tell us more about which levels you love/hate - The data we have from previous round is still too thin to go into conclusions so we haven't changed anything in the levels YET. We know not all of you played all the levels so any kind of report on the levels will be welcomed (even if short) Loved: 2-8, it has a nice Rube Goldberg feel to it, which I like 2-12, I just thought this one was really clever and interesting 2-19, this one was kinda like a puzzle where all the pieces had to be put together correctly in a specific order, very clever 3-5, I don't know, I just like blasting Toshi around 5-3, again, this one was just really well designed and very clever 5-6, nice little Rube Goldberg again, I like the chain reaction type levels 5-14, I love this one! At first I was pretty stumped, but when I figured it out, it was very satisfying 5-15, again, Rube Goldberg/chain reaction. I enjoy the levels that take thought, not timing. Solving them by doing things in a specific combination 5-18, again, very fun chain reaction type, blasting and sliding Hated: 2-13, this one required way too much chance. I did the same exact thing like 5 times in a row and none of them came close except the fifth with actually worked 4-18, ridiculously hard to figure out, but once I finally beat it, I really liked the solution. I guess you could say it was a hate/love relationship (I hated it first then loved it ) 5-5, I still don't know how I beat this one. It doesn't seem like there's a specific way to do it, you just keep trying until it works, and I don't like that 5-11, I really hated this one. It's just way too hard for the type of game this is, and the frustration ruins the enjoyment. The physics just don't allow it to be consistent, and it's not fun 5-19, Oh my gosh, this was my least favorite level in the entire game, so frustrating, didn't seem to have a specific, reliable way to beat it, and it just wasn't any fun other than that, I either liked or didn't care for the rest, mostly I liked them! 4) Check the new features - we need you to tell us what you think of these new features: A) Hint system & tutorial - check it and see if it's clear and if it works in making the game more flowing and enjoyable. Also let me know what you think of the tutorial for new block types I like it, it works very well and will help newcomers figure it out. What I dont like is how the hints cover up the star counter. I think a single tap to the screen should get rid of the hints, and it should be made clear that it does that. B) What do you think of the new scoring system? (the total amount of stars is being displayed all the time and being used as a currency to buy hints) I like the hint idea, good use of the stars. It wasnt very clear that the number in the bottom left was the total stars. I was under the impression at first that that number was the total shots you had to get a single star. A help screen describing the user interface would be a welcome edition. C) What you think about the reversed shot counter? I kinda like it but I want to know if it works for you. I dont like it, sorry. I gave an idea for a good counter earlier, but I never got a comment about it. It should look something like this. [3][3][3]|[2][2][2]|[1][1][1] There would be a gold section (3 stars), a silver section(2 stars), and a bronze section(1 star), each section would be separated into individual squares totaling the number of shots for that star level. I hope that makes sense, cuz it would make a very good system. 5) bugs killer - you know, bugs! Theres still the bug where boxes can sometimes be destroyed with one hit. Theres the crashing which I have never experienced in previous builds. Other than that, I havent experienced any bugs.
Cool. I still didnt have time to survey the performance of all the different suggestions, I hope to get to it soon... Thanks, we added a tutorial for the hint button so that should be clear in the upcoming version. For some reason I didn't get your email Thanks man fixed on the upcoming version We changed that a bit, lets see if you like how it is in the upcoming version. Awesome, we already started to mess a little with the levels you guys didn't like and this adds some excellent data Fixed We changed the system in the upcoming build, using most of FPE's suggestions for a golf inspired scoring system, should be much clearer. Fixed based on Archibalds suggestions (would only appear on the start of the game and you can dismiss it completely or press "later" and then it will only appear the next time you reopen the game) Disco is very hot today Never happened to me, but I will dig into it soon enough. That's terrible! would love to get a crash report from you when it happens again, here is a description on how to create one: http://developer.apple.com/iphone/library/technotes/tn2008/tn2151.html Very very useful, thanks! fixed already, coming up on next ver We changed the system quite a bit, based on suggestions from FPE for a golf like system, lets see if its clearer in the upcoming version We did try your suggestion, sorry for not commenting about it earlier. But the golf inspired system seemed to be a little more intuitive, I think you'll like it when you see it. Welcome to the open beta team gal! Everybody, meet Ruan, a young and very talented game designer. You can play a demo of her cool graduation game here http://www.guyava.net/dex/play.html Next build is coming your way!
Love the new update! Criticisms: Toshi's face looks more unrealistic on the level select menus. Don't know why this happened. Hints should a. cost less stars for a second one or b. show which way the blocks fall. Looking forward to the next update!
I'm so glad the hints system works for you!!! this is like the best news I could wish for. Will change the cost of the second hint if that's a problem. If you can, I would love to hear more about how you experienced the levels you hadn't got to play the previous time, thanks!
OK, new version will be up tomorrow It's really amazing how the game just keeps getting better thanks to you people. In a few days I will be giving a talk about the story behind the development of 'Save Toshi' at a local tech conference called Contech 2010. What's interesting is that at least 1 third of the lecture is about this open beta teamwork, talking about how well it works to create a better game Since we started this beta, we no longer have heated arguments in our office about what works and what doesnt. We actually KNOW what needs to change, all we have to do is feed a spreadsheet with your data, see what the major issues you all seem to have and fix them first. So easy and right! As a result of all this we are also working faster than ever! I'm starting to think that next time we should start doing a beta group much earlier in the game making process. maybe even from the very first primitive prototype (one like we had 5 months ago for save toshi) . Would love to hear what you people think about such a thing.
Starting early with testing is always a good idea, butnthe earlier you start ... But testing earlier is notnthe same that testing like now. And i speak not as tester here ....
I agree, not the same at all! but testing early in the process might actually give us a good idea of what works and what doesn't. In these early phases we usually test the game on friends and family but they are not as good testers as you guys are.
Thats awesome goodluck with your speech. As for beta testing I think you need to have a good team that provides great feedback and from all walks of life and so on, in order for it to work well.Or else it will not help at all. I'm Glad that we help take off a workload and prevent you from killing each other in the offices.And make your job so much easier so we can get this game out as soon as possible. As for the earlier beta testing I think you would have to get a group that is really dedicated and enjoy seeing games made that would stay for the duration of it.Or else it just wont work, I myself love seeing games come to life from stick people,boxes and shapes to the finish product in 3d models or amazing art.Its just awesome to see a game in development. Like this Thread