At 7/26/06 12:09 PM, Depredation wrote:
At 7/26/06 12:02 PM, _Nick_ wrote:
And I think there needs to be a big change in the next collab, something new and fresh that sticks to the "short time to do a minigame" idea, but in a different way.
We could have a variation, so some are mouse games, soem are arrow keys, and some are, ummm... somthing else:)
I think the idea needs to be slightly changed, but not alot. It is still supposed to be 'Four Second Fury' Not 'Five Second Mixed puzzle arcade super shooter'. It would kind of ruin the series if everything changed.
I said the part about variation ten posts ago.
Change is good, and I doubt that this game will turn into one huge shooting gallery just because we have the mouse as a option. I think it will bring a fresh breath of fun into the game, rather than choke it to death.
A couple more suggestions for the next game, while I'm at it.
1: Limit the people who are making the game. Let's say no more than thirty people if we're going for 100 games. Have them prove their skills in animation, programming, or creativity (I have to make sure there's a way I can get in :P ) Then, create a forum on your site (you being John Cooney) so we don't have to worry about people seeing the builds before release time. (Although it didn't seem like a big deal the first time...)
2: Every few builds, find some random people off NG, who aren't working on the project, and have them play through the builds a few times. They can play through and check to see if the games we've made are able to be picked up quickly enough to be playable, but not quickly enough to get it instantly. Half the fun is figuring out what to do, and the other half is figuring out how to do it. I guess what I'm saying is that they need to check for balance. They have to make sure that the game isn't too confusing, but that you're not going to necessarily win on your first couple tries.