Photon cycles has had new players for 6 years.. a record (funny it has never been featured by blizzard)
when i meet new players, i have legions of ways to try and get them to like the map.. but it only ever works if the player is willing to commit to the game...
Some players take years of stuborness and rage quiting without a type.. some take the same amount of time with fun typing and go on and off it for months always returning
...
this game (as i have described many times over (in its "ranked" format)) is esports olympics' material, gold struck unknowingly by jade
i can teach people how to improve/exell at this game .. that means it is a skill people can develop!
Just like most great games ANYONE can understand it enough to see others shine at it.. (like sc2 or quake or other).. to marvel at its micro (knowing the fun even if you can't make it happen yourself, and furthermore having relentlessly tried.. the game does make you want to re try.. it does not make you hate it) .. which in itself is an achievement in such a poor platform(bnet/bnetlobby/bnet connection/bnet social: all failure) and such poor engine (mouse lag/delay etc) such a poor graphics template (a carrier is a lightcycle .. brrr poor indeed!!!) !!!
Such is not pc.. pc is in the ratios .. in the details.. in the ui it showcases can be done.. the beginning of a greater game that could one day be made (it could be done today!)
you have a ship and walls : go chinese checkers of sorts
you have two speeds and the acceleration and deceleration periods
and all this in a square
players undone can watch as others showcase how the game is / can be played
the ratios are the gold... size of the collision model / size of the walls/gaps / default/boost speeds
that is what makes it special!
Would i like a bunch of changes? not really no, .. improvements yes!!!! but not changes.
again, in the details
like giving the kill to your killer would be the best thing ever
players killed who wouldnt attribute the points would get a bad "reputation" points : (i am laughing at the idea out loud as i write this!)
Of course i would like a real lightcycle and variations on that to choose from default lobby
but i d like my face on the biker.. so where does it end?
i [...] try and get them to like the map.. but it only ever works if the player is willing to commit to the game...
[...] to marvel at its micro [...] the game does make you want to re try.. it does not make you hate it ...
Would i like a bunch of changes? not really no, .. improvements yes!!!! but not changes.
I have played this game a few times. I agree with the Hound.
In short. I see the potential. This game is good, and it can be great. After playing, you feel 'good' and left with a desire to come back and destroy your enemies without the distasteful frustrations. However, the learning curve to becoming good at this game is very high.
As the primary point of my review, I recommend addressing this learning curve.
In detail, new players die fast. Players have a few seconds of play, several times that 'time' in waiting. Once skill is acquired through practice, the player survives longer and the game becomes more enjoyable, in a compounding way.
I bluntly recommend adding 1-2 abilities to increase the survivability of new players. This will allow them to survive an additional 5-30 seconds, probably. Specifically, give these abilities 1-2 charges only.
There must be limit and a very low one. I think anymore than 1-2 abilities with more than 1-2 charges would have too much impact on the entire difficulty of the game.
Or, forget this idea and come up with a new way to increase the survivability of new players for an additonal 5-30 seconds.
I'm actively trying to review more games as I work on my own project, If you found this idea helpful, let me know.
Hi, i'm me :)
I have been playing photon cycles for 5/6 years now, i feel that this birthday warrants a post (sue me if not)
i host this jade' mod and have done so on eu with only 2 "retirement" periods over most of its existence
..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... ..... .....
Photon cycles has had new players for 6 years.. a record (funny it has never been featured by blizzard)
when i meet new players, i have legions of ways to try and get them to like the map.. but it only ever works if the player is willing to commit to the game...
Some players take years of stuborness and rage quiting without a type.. some take the same amount of time with fun typing and go on and off it for months always returning
...
this game (as i have described many times over (in its "ranked" format)) is esports olympics' material, gold struck unknowingly by jade
i can teach people how to improve/exell at this game .. that means it is a skill people can develop!
Just like most great games ANYONE can understand it enough to see others shine at it.. (like sc2 or quake or other).. to marvel at its micro (knowing the fun even if you can't make it happen yourself, and furthermore having relentlessly tried.. the game does make you want to re try.. it does not make you hate it) .. which in itself is an achievement in such a poor platform(bnet/bnetlobby/bnet connection/bnet social: all failure) and such poor engine (mouse lag/delay etc) such a poor graphics template (a carrier is a lightcycle .. brrr poor indeed!!!) !!!
Such is not pc.. pc is in the ratios .. in the details.. in the ui it showcases can be done.. the beginning of a greater game that could one day be made (it could be done today!)
you have a ship and walls : go chinese checkers of sorts
you have two speeds and the acceleration and deceleration periods
and all this in a square
players undone can watch as others showcase how the game is / can be played
the ratios are the gold... size of the collision model / size of the walls/gaps / default/boost speeds
that is what makes it special!
Would i like a bunch of changes? not really no, .. improvements yes!!!! but not changes.
again, in the details
like giving the kill to your killer would be the best thing ever
players killed who wouldnt attribute the points would get a bad "reputation" points : (i am laughing at the idea out loud as i write this!)
Of course i would like a real lightcycle and variations on that to choose from default lobby
but i d like my face on the biker.. so where does it end?
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My serious map review for Photon Cycles by jadesmusreg : this map is "fun fun fun"
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i await every day players and try to make them like the game, want to improve
a win for me? getting someone to re try and succeed, .. even if they all leave in the end
@houndofbaskerville: Go
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
@Bilxor: Go
yes`?
can i help you?
I have played this game a few times. I agree with the Hound.
In short. I see the potential. This game is good, and it can be great. After playing, you feel 'good' and left with a desire to come back and destroy your enemies without the distasteful frustrations. However, the learning curve to becoming good at this game is very high.
As the primary point of my review, I recommend addressing this learning curve.
In detail, new players die fast. Players have a few seconds of play, several times that 'time' in waiting. Once skill is acquired through practice, the player survives longer and the game becomes more enjoyable, in a compounding way.
I bluntly recommend adding 1-2 abilities to increase the survivability of new players. This will allow them to survive an additional 5-30 seconds, probably. Specifically, give these abilities 1-2 charges only.
There must be limit and a very low one. I think anymore than 1-2 abilities with more than 1-2 charges would have too much impact on the entire difficulty of the game.
Or, forget this idea and come up with a new way to increase the survivability of new players for an additonal 5-30 seconds.
I'm actively trying to review more games as I work on my own project, If you found this idea helpful, let me know.