It seems possible to click when the circle intersects the shape, but still lose. I guess it's based on the centre of the circle, but feels a little frustrating to me.
It'd be more fun if you somehow got "bonus points" for reducing the time between clicks. I kept playing it safe trying to time the ball but it kind of felt like cheating!
It took me way too many loops to figure this out. I was thinking the same as GP, someone next to me already proposed a penalty for letting it slip a loop and wanted to fork it, but this whole time the game has been ahead of us!
So funny I missed this behavior. Maybe the feedback then is there could be more gradations/tweaking for us slowpokes out there (especially since it appears other folks missed it as well)
Also I should have lead my original comment with kudos to the maker, didn’t mean to only leave (apparently inaccurate) critical feedback!
I think it would be neat if you could get bonus points for multiple clicks within the same arc. So like if you click right when the ball enters the arc, and there's sufficient distance left before the end of the arc, you could click again (multiple times, quickly) and get bonus points until the ball reaches the end of the arc, at which point a new arc would be generated as usual. I just think it would be fun to line up a long arc and mash the space bar for a bit.
That is how it works, I thought that was the whole point. It's a game about greed. You can either play it safe and go up 1 by 1, or go fast. The max you can get is 5 if you press immediately, seems to drop down to 1 after half a turn.
Feature request: show where the ball was on game over screen, because now it quickly resets to start position. Maybe show its "ghost" in different color or just outline.
Couple of recommendations, in no particular order:
1. Keep the ball moving even after you die. Instead of pressing start, the user will just click when the ball is back inside the colored area.
2. You can click anywhere to restart, but you have to click the play button to restart. You should allow the user to just click anywhere to restart.
3. When you fail, show where the ball was.
4. As for collision detection, I think you should err on being lenient and count success if the bounds of the circle overlap, rather than the center or entirely. I think this is also due to the rounded linecaps for the arc potentially not counting as part of the valid area.
5. Show where the next arc will be. This is more of a game design thing. If you do this, quick fade out of the old and fade in on the new would look nice.
I understand that this was probably a small little one off project, and that there's always more you can iterate on, so I just want to say nice job in putting out a fun little time waster!
The ryhtm should accelerate each N clicks so that the game eventually ends. Otherwise no matter how many points you get by clicking fast it's possible to accumulate the same amount by playing it safe.
Awesome work! I strongly recommend monetizing this. If this was a native iOS/Android app, you could show an interstitial ad after each Game Over and offer a small in-app purchase to remove all ads. It worked for 2048, and I believe it would work here as well!
Addictive drop-dead simplicity is repeatable recipe for success in games. I'm working towards this same strategy in my own projects, but I think you've really nailed it here!
EDIT: Whoops, I just noticed that this was based off such an app. Still, great work on the implementation!
You have to get a lucky/viral head start though, because the moment you monetize it and it proves successful you'll immediately have a bunch of clones competing from Zynga, Ketchapp, etc. That's what happened with 2048 as well as Flappy Bird.
Nothing gets a one-star/delete from me faster than grubby monetization efforts like interstitial ads. Banners below the game, removable via a one-time IAP, are one thing, but an ad that takes over the entire screen for half a minute just makes the whole game seem shabbier. Especially considering that the ads displayed are invariably horrible.
182 comments
[ 0.21 ms ] story [ 235 ms ] threadThere should be a timed mode to encourage rapid clicking (i.e., score the most points within 30s or 1min).
Great little fun game though!
Start the game by pressing "space" as well.
Doesn't work for the first game yet.
Also I should have lead my original comment with kudos to the maker, didn’t mean to only leave (apparently inaccurate) critical feedback!
EDIT: Found the code
So 5 points for under 0.5s, 2 points for under 1s, 1 point otherwise.https://github.com/vasanthv/looptap/blob/4953700d0e8b58dd57d...
Couple of recommendations, in no particular order:
1. Keep the ball moving even after you die. Instead of pressing start, the user will just click when the ball is back inside the colored area. 2. You can click anywhere to restart, but you have to click the play button to restart. You should allow the user to just click anywhere to restart. 3. When you fail, show where the ball was. 4. As for collision detection, I think you should err on being lenient and count success if the bounds of the circle overlap, rather than the center or entirely. I think this is also due to the rounded linecaps for the arc potentially not counting as part of the valid area. 5. Show where the next arc will be. This is more of a game design thing. If you do this, quick fade out of the old and fade in on the new would look nice.
I understand that this was probably a small little one off project, and that there's always more you can iterate on, so I just want to say nice job in putting out a fun little time waster!
Addictive drop-dead simplicity is repeatable recipe for success in games. I'm working towards this same strategy in my own projects, but I think you've really nailed it here!
EDIT: Whoops, I just noticed that this was based off such an app. Still, great work on the implementation!
You could change the dot rotation direction on each success ...
Great game!