Jan 31, 2018 - day 31
It's now about 70% finished. All the game mechanics for ver 1.0 are completed.
What's left are only music track, some jingles & sound FXs, graphic revampings, and a win sequence.
Back to today's topic!
'Combos' are especially huge on a brain-reflex game.
The game rewards you with higher scores when you hit the combos!
There was a timer between the quiz and your answer. Once you click quicker than the timer, you get a combo.
(of course you have to get it all correct to add in the combos)
For mobile version the combo timer is set a bit slower to accommodate tapping speed. (0.05-0.1 sec difference)
'Combos' works on all levels but first you have to unlock it from 'Upgrade' section.
Stats: Reflex, Upgrade
'Stats' shows the gamer the additional datas outside of main gameplay screen.
This time instead of having detailed stats, I try a minimalistic approach.
I condense the datas into only 2 parts: Reflex & Upgrade.
It shows how fast you click the correct answers -- second per quiz.
It's a reflex game therefore it's crucial to focus on how fast the player plays(taps).
Also, Combo Max shows how much combos you can get in one chain.
This screen is like a good trophy room-- something to brag yourself/others about. (hehe)
Originally this should be on the main menu screen, along with 'Play' & 'Stats'.
The points on the top are total sum of 'best score' from all levels. (6 to be exact)
The 4 tiles are the 'upgrades'. (just another term of 'unlockables')
Each opens up a new feature on the gameplay to help you get more points or help you reach the end goal.
This upgrade system is a bit different than usual:
It didn't follow the 'skill tree' style. There's no base. You have the freedom to choice any upgrade as your first one, you choice another when you reach higher score "checkpoints". Example: If you reach 3,000 points, you can unlock only 1, unless you reach more than 6,000 points then you can unlock another (and so on).
I make it easy so It would not be too hard to get all the 4 upgrades (reach 12,000 on 'total best score').
Bear in mind that these is only what ver 1.0 would cover. I'm sure I will add more stuff for ver 1.1 and that's for some other time.
I'm aware that the menu backdrop color is less dynamic, lack punch and some vibrance.
I will try to add some colors to get the "zany" feel I wanted, at least can be a match with gameplay screen.
Suddenly some words...
Something has to be said about this game: It's not fair for everyone. (Hello, reflex game here!)
However-- it is for everyone, for different purpose.
If you're young, and very good at finger coordination/ reflex games, it would be a cakewalk and tops everyone easily.
But for older people or those not used to fast pace gaming, myself concluded, might struggle on this game (on ranking), but then it may send be a good jolt to your brain & some adrenaline rush. Can be a good thing.
It could also be a good brain-workout for elderly. XD (No kiddin')
If you think the early levels are too easy for you, then try the 'Similar' Mode instead of 'Same' mode. (I will mention them on next log) It's much challenging and you definitely feel the brain twist! ;)
That's all for now.
Not to rush the development, Tap 'n' Dash ver 1.0 release will be postponed after CNY, maybe be on the very end of February. I probably will post one more log next week, before I get busy with the CNY activities.