Amazon Delivery Update - Difficulty Adjustments
Posted by
Doug Haber
on 2014-08-28
The Problem
A couple of days ago we released an intentionally difficult game jam
game that we made last weekend
called
Amazon Delivery. I
wrote a little about the making of the
game
here.During the game jam we had some people play test the game, and I was
constantly told it was too difficult. I was hesitant to change
things, because it was supposed to be difficult. I was reassured I
was on the right path when one person managed to do really well on
their first try, no doubt from having a lot of game playing
experience. The problem was most people had trouble getting past
the first or second obstacles.
During the jam I adjusted the difficulty multiple times, each time
making it easier. When I released I thought I had a decently
balanced, though extremely difficult game, and I thought that was
what I wanted. Unfortunately, almost all the feedback showed that
people still weren't getting very far, and even worse, they were
giving up quickly.
I remedied that by adjusting the map to make things much easier, but
still the negative feedback continued. I started to question how
difficult the difficult game should be. Beginners at Flappy Bird
have trouble getting scores above 5, but many experienced people can
get hundreds of points. Running a few feet
in
QWOP is
difficult, but there are people out there that have learned to do
extremely well.
I think the problem with difficult games is that most players will
just give up immediately, and so it could be hard to build up a
decent following. QWOP succeeded in part because of its original
dynamic. People were willing to put up with the difficulty because
it was unique. In QWOP it was even fun to watch failures.
Amazon Delivery isn't unique enough to be that difficult and still
interest people. It definitely is not a Flappy Bird clone, but it
fits into that genre. Maybe had I not adjusted things, eventually
someone would have come along and beat the game, but based on all
the feedback I became worried that nobody would even find it at its
current level of difficulty. Most people weren't returning, and the
game wasn't likely to be shared for its uniqueness.
So far the average player stays on the page for 1 minute and 51
seconds. Of the people that go to the page, 91% have not returned.
This isn't terrible, especially for a difficult game, but I'd like
to see people playing longer and sharing it on social media more.
The Solution
When making this game I decided to use slightly more realistic
physics than is often found in this type of game. I'm not sure if
most people noticed, but when you clicked to gain lift in the prior
version, the downward momentum was not removed. This meant the
faster you were falling, the less lift distance you gained. While
this may be realistic, for most people it just seemed to make the
game a little more unpredictable. To remedy this, I now remove any
downward momentum before applying force, making the physics more
video game like, instead of realistic.
In the game there is a rope attached to a drone with a package
hanging on the other end. The package wildly swings around, and
occasionally collides with things causing you to lose the game. To
make things a little easier I reduced the length of the rope. The
package still swings around a little wildly, but is closer to the
drone, and so easier to manage.
Several people wanted the game to feel more like Flappy Bird in the
amount of lift the you gain from a click. I wasn't interested in
duplicating anything from there, but I took the feedback and
adjusted game play a little. It is now possible to click slightly
more often, and each click gives you a little less lift than before.
This makes it much easier to control the drone and maneuver around
obstacles.
One thing that bothered me about the previous version was that the
fire ball's collision radius was a bit wider than the fire ball
itself. In this release I fixed that and made it so the collision
radius is exactly the size of the fire ball.
The Result
After making these changes on average I'm able to make it about
twice as far as I tended to make it before. I still haven't managed
to make it through the waves of birds without crashing yet, but I
verified that it is definitely possible.
This game was made for fun at a game jam, and I have no expectation
that it will soar in popularity. It is an intentionally difficult
game, but these changes do make it much easier, and my hope is that
being a little easier will make it accessible to a much larger
audience.
Be sure to reload the game's page in your browser to be certain
you are running the latest version.Update - September 24, 2014
After making the changes discussed in this blog post, I felt good
about the balance of the game. Most people still seemed to think it
was too difficult, but being intentionally difficult was part of my
design. I wanted to show that it could be beaten, so here is a
video I made of a winning run through the game.