How are we going to handle new and modern players? People who have never played an adventure game before? Are we going to hold their hand? Have a tutorial? IAP to buy your way past a puzzle? Is there going to be a hint system?
Obviously, Bodycheck is a slightly different game with very different expectations on it than Thimbleweed Park has. But those are good questions that I'd like to use as a jumping off point to provide some info as we move into the final weeks of making the game.
- There's no IAP in the game. It will sell for a flat fee.
- There's no detailed tutorial. I always prefer simply exploring the game systems myself, and games that handhold every button press drive me crazy. There is a screen that gives you the basics of playing, but it doesn't necessarily reveal everything.
- The game will launch at least in North America and Europe. Other territories to be confirmed.
- Compared to previous games in the fictional sports genre, as I'm calling it, Bodycheck is quite fast. It's certainly not turn-based. You don't have a huge amount of time to think. As a result, the game has been kept fairly streamlined.
For example, scoring is very straightforward, mostly because we don't want to have to explain it very much. Here's how it works:
- 3 points for scoring a goal from inside the D;
- 5 points for scoring a goal from outside the D;
- 7 points for completely knocking out an opponent -- this only happens if your player actually lands the knockout blow (physically or magically).
That's it. The points value for knocking out an opponent sounds like a lot, but it works pretty well because you don't always land the knockout blow, and it adds to the tension in the last seconds when you only have a slender lead...