It looks interesting but it would be nice to understand what I can actually do? Do I attack the other sprites on the screen or just do quests? I'm sort of lost in the interface right now.
This is a very nice project! After one, I have a couple of feedback:
- First I think that a faster progression at the beginning could create more excitement:
> by moving to level 2-3 faster (most games gives you lv2 after the 1st fight)
> maybe some of the 1st quest should shorter (like 2-3 minutes) I didn't got directly that I have to wait to achieve quests.
> create and encourage interaction with a @littlecosm account to gain xp (good for shy ppl with nobody to "talk" with)
Progression and reward is the drug of gamers and if you don't feed a new user quickly, he might desappear..
- What's about an "invite" system (like the dropbox one) if a new user come thru an existing one, you can reward the ref with xp/coins/cash
About the global understanding of the gameplay:
- The @littlecosm account could send a dm or @reply when your quest is over, at least for the 1st ones, it's frustrating for a player when you fail the very first time you play a game.
- More explainantions could help, maybe a small tutorial to start can be nice (lots of "what should I do" on twitter feedback, desho?)
That's my 2cents :), good work anyway :) I love that lil' world you created here!
I'm really looking forward to where this will go. I can't wait for the FAQs just because I don't really know what to do with the items that I've collected so far. Is there a possible way to navigate through my followers' timeline other than what has been tweeted in that "5 minute update"? And are you going to add the @ reply feature where a drop menu will show?
I feel generally dazed and confused. Have played many a MMORPG in my time but this one is ... it's a bit more confusing than even Ultima Online.
Which is to say, bravo, you've finally made a MMORPG for power players! Kudos for that.
Now, the thing that confuses me the most is that, I start a quest and by doing absolutely nothing, the percentage of its completeness goes up ...
Another thing that baffles me is that, ok I can tweet. But it doesn't seem to do anything more than act as a farming mechanism for my stats and a virality factor for you ... I dislike farming with a passion.
edit: and there are other players in the game who seem to be people I follow on twitter ... but I'm not sure they're actually in the game or just randomly on twitter. Therefore I can't tell if I should interact with them or not ... or what that would even entail from a game point of view.
[+] [-] djb_hackernews|15 years ago|reply
I still think there is a lot of opportunity to make twitter gaming a success.
[+] [-] zitterbewegung|15 years ago|reply
[+] [-] dchs|15 years ago|reply
[+] [-] fookyong|15 years ago|reply
alpha release. there will be early adopters who "get it". others won't. that sucks, but instructions / FAQs and whatnot will come later.
releasing is a feature :)
[+] [-] aruban|15 years ago|reply
- First I think that a faster progression at the beginning could create more excitement:
> by moving to level 2-3 faster (most games gives you lv2 after the 1st fight)
> maybe some of the 1st quest should shorter (like 2-3 minutes) I didn't got directly that I have to wait to achieve quests.
> create and encourage interaction with a @littlecosm account to gain xp (good for shy ppl with nobody to "talk" with)
Progression and reward is the drug of gamers and if you don't feed a new user quickly, he might desappear..
- What's about an "invite" system (like the dropbox one) if a new user come thru an existing one, you can reward the ref with xp/coins/cash
About the global understanding of the gameplay:
- The @littlecosm account could send a dm or @reply when your quest is over, at least for the 1st ones, it's frustrating for a player when you fail the very first time you play a game.
- More explainantions could help, maybe a small tutorial to start can be nice (lots of "what should I do" on twitter feedback, desho?)
That's my 2cents :), good work anyway :) I love that lil' world you created here!
A
[+] [-] fookyong|15 years ago|reply
pacing is super important and you're right, I need to make sure I reward those first few steps quite quickly.
[+] [-] kitsune_|15 years ago|reply
By the way, the intro screen is awesome and beautiful, it reminds me of "Ico" AND "Another World" ("Out of this World" for you Americans).
[+] [-] fookyong|15 years ago|reply
[+] [-] erinreina|15 years ago|reply
[+] [-] wulczer|15 years ago|reply
[+] [-] fookyong|15 years ago|reply
(I'm the creator)
[+] [-] fookyong|15 years ago|reply
http://yongfook.com/littlecosm-faq
[+] [-] Swizec|15 years ago|reply
Which is to say, bravo, you've finally made a MMORPG for power players! Kudos for that.
Now, the thing that confuses me the most is that, I start a quest and by doing absolutely nothing, the percentage of its completeness goes up ...
Another thing that baffles me is that, ok I can tweet. But it doesn't seem to do anything more than act as a farming mechanism for my stats and a virality factor for you ... I dislike farming with a passion.
edit: and there are other players in the game who seem to be people I follow on twitter ... but I'm not sure they're actually in the game or just randomly on twitter. Therefore I can't tell if I should interact with them or not ... or what that would even entail from a game point of view.
[+] [-] fookyong|15 years ago|reply
I'm just a dude who made a game - there's no evil corporation behind this...
[+] [-] dotpot|15 years ago|reply
[+] [-] fookyong|15 years ago|reply
[+] [-] sfghrjtrj|15 years ago|reply
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