Starball (simply addicting) by QuantumSquid Interactive [Submitted]

Discussion in 'Upcoming iOS Games' started by QuantumSquid, Nov 20, 2009.

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  1. Shawn[QS]

    Shawn[QS] Member

    Thanks for the feedback LordGek!

    The scoring is something we discussed a bit and felt that it made it a little more casual to have it 1 star = 1 point and appeal to a wider audience... My personal preference is more of a fast paced game so things like being able to get points for destroying balls, combos if you get a good ballbomb or go on a run with the invinciball, are all things I would like to see in future updates.

    Maybe somewhere down the road we can introduce a new game mode which introduces scoring per ball destroyed, and some of the other suggestions to make it a little more fast paced.
     
  2. S.I.D. CrAzY

    S.I.D. CrAzY Well-Known Member

    May 16, 2009
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    Game is really awesome.

    Haven't played it that much yet, but I'm so surprised at how well the accelerometor controls work. They feel so precise.

    I would like to see the ability to play your own music though from within the game. You know, pull up your music in the options menu and select the songs you want.

    Also I noticed that there's only powerups? I would also like to see some "anti power ups"? Something that actually hurts you instead of helps you. The pause option is not what I'd like it to be either, maybe something like in Boost3D to where you can just touch anywhere on the screen to pause.

    Also it doesn't take a very long time to load up at first, however it's not as fast as lets say, Drop7? This isn't a huge deal for me, however I do remember hearing a few folks complain about this in other games.

    With a pick up and play title such as this, you really just want to get in and out in a split second.

    Similar to Drop7 or even better Meteor Blitz.

    Sorry if I'm just repeating what everybody else has been saying, I'm a bit late to the party and I didn't read everybody elses responses so far. Great game you have here though. Defintely one that will earn a permanent spot on my iPod when it comes out.
     
  3. QuantumSquid

    QuantumSquid Well-Known Member

    Jun 29, 2009
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    #43 QuantumSquid, Dec 4, 2009
    Last edited: Dec 4, 2009

    Thanks for taking some time to give us your impressions and feedback. It was great to hear that you enjoy the game!

    Good observation on the Shrinkage power-up. We debated (and still discuss it...) whether or not to have "anti-power-ups" in the game or not. So far, we found that the challenge is already significantly there with the way the hazards spawn and the power-ups work; especially considering a couple of the power-ups are not completely without peril... Shrinkage due to what you pointed out in your post, and Slo-Mo because it slows down the action quite a bit, but you still spawn hazards when you pick up stars. Right now we feel there is a perfect blend of challenge and reward without adding any other "debuffs". That's not to say that we have stopped testing out other fun elements though. :)

    We will definitely be experimenting and play-testing different shaped game arenas, and potentially non-linear hazard paths. We are also going to be play-testing scrolling maps, with arenas that are larger than a single screen. This may turn out to be much harder to play, but we are always looking for additional ways to add to the experience.

    Thanks again for your compliments!
     
  4. LordGek

    LordGek Well-Known Member
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    Feb 19, 2009
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    A new power-up idea.

    Precognition:
    You are now able to see what the power-up is as soon as it spawns but only last for the next three power-up spawns at which point they become a mystery again.
     
  5. QuantumSquid

    QuantumSquid Well-Known Member

    Jun 29, 2009
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    Thanks S.I.D.! The accelerometer response and play control is something we feel is sort of a "trademark" of the Starball game. It has a unique responsiveness that we have not experienced in many other games.

    We will look into adding the option to play from your song list within the game. We usually just start a playlist and then launch the game when we play, but adding this feature only enhances the game. We also plan to add some of our own ditties, but it's hard to beat playing your own music for this type of game...

    The touch anywhere to pause will be added in the first update. :)

    We talked a little about our thoughts on the "anti-power-ups" in the previous post, so I won't re-type that part...

    We hear ya on the "pick-up-and-play" aspect of a quick loading game. We will keep looking for ways to "trim the fat" on the app to keep it loading as quick as possible.

    Thanks for the compliments and it's cool to hear that we will have a small sliver of QuantumSquid forever etched on your iPod. ;)
     
  6. Enigmious

    Enigmious Well-Known Member

    Sep 29, 2009
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    Any news on approval/release? Getting anxious... :D
     
  7. QuantumSquid

    QuantumSquid Well-Known Member

    Jun 29, 2009
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    Well... Its been approved!!! :D

    Not on store just yet... more on the release date a little later. Stay Tuned!
     
  8. Palfince

    Palfince Well-Known Member

    Dec 30, 2008
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    Awesome! :)
     
  9. Carlos-Sz

    Carlos-Sz Well-Known Member

    Nov 5, 2008
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    What about release it now?! Just a suggestion… :)
     
  10. LordGek

    LordGek Well-Known Member
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    Feb 19, 2009
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    Perhaps they're going to pull some update/switch fix, like incorporating that "Touch Anywhere to Pause" thing before their initial release...but if that is the only hold up, I'm with you guys, might as well let it out now it sure looked solid to me.
     
  11. BazookaTime

    BazookaTime Well-Known Member

  12. QuantumSquid

    QuantumSquid Well-Known Member

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  13. Enigmious

    Enigmious Well-Known Member

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    Sweet!! Now, this game I have been waiting for. Making the purchase as we speak.

    Saw your guys RabidGophers game came out too. Congrats again!
     
  14. Prab

    Prab Moderator
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