Spandex Force Beta Reception

January 31st, 2008

I’m sure you’re dying to know how people have reacted to the Spandex Force beta which was released recently. I sure am, at least! Or, I would be if I didn’t already know.

Overall, I must say that I’m pleased with the reception. I’ve received positive feedback, and people do seem to enjoy the game. Sales from the game’s webpage are up to what Sheeplings sold during six months; granted, I poured more into this second game, but it’s still going better than I thought. I wonder what will happen when I announce the proper release in a little while, along with a photo contest! (Intrigued? You should be. Stay tuned for more information!)

Other positive notes include that the game is mentioned on Gamershell, IGN, Gamespy and other news sites. Still no whisper about it on Gamespot, despite a press release I sent there, but maybe that will change after the real release. Other places have also picked up news about the game; for example Lesbian Gamers and Gay Gamer. Hmm… I wonder if it has something to do with the spandex?

As for feedback, most of what I’ve received comes from forums and e-mails. I won’t toot my own horn, but the concept seems to work very well, and the variation in the minigames works its magic for most people. But – as always – there’s just no pleasing everybody. Here is a list of user reviews, and Spandex Force has received both praise and scorn. And speaking of more scorn, here’s a scathing review from Rock, Paper, Shotgun. I was initially crushed until I started analysing the complaints and compared them to the positive feedback I’ve received. I’m first to admit that my game isn’t as “good” (subjective term of course) as Puzzle Quest; I don’t have the budget or the time for that amount of polish. But I’m not competing directly against Puzzle Quest either - I’m targeting another set of customers. Sure, there’s some overlap – myself for example! I like both casual games and hardcore RPGs. But while Puzzle Quest is aimed at the RPG crowd, my intention is to bring something exciting to the casual crowd instead.

I doubt that this is obvious, though, so I think I’ll have to be prepared for some bad reviews coming up comparing Spandex Force unfavourably to Puzzle Quest.

Back to more positive things, I received a request for a Linux version of the game, and I figured that it shouldn’t be much of a problem. True enough, I’ve done some initial testing and I think I can get it to run on Ubuntu at least. I’ll probably only support Ubuntu, and then have a “see if it works for you – good if it does” clause for other distributions. There’s no way I’m going to offer support for multiple distributions – Linux is simply too problematic. I don’t think I’ll actually gain much from having a Linux version either, but it’s a good learning experience at least. Incidentally, the person asking for a Linux version also mentioned that this game would fit well on Nintendo DS, and even supplied a hint about a publisher working with DS. I’ll see how the game is received after the release, but hey – who knows. Thinking about playing my own game on a DS almost makes me come. Not that you wanted to know that. And not that it’ll happen. But it sure would be nice…

Anyway, I’m feeling positive about the upcoming release. I’ve optimized the game a little, sorted out a Mac bug, received many suggestions for improvements, and the game is slowly coming together properly. The biggest thing left is to playtest the game thoroughly and balance it even more. I really hope people will be pleased about the game’s length – I anticipate that it’s well over 8 hours game play in it, and quite possibly more along the lines of dozens of hours. That may sound cool to you, but for me it sounds like damn hard work, playing through the whole game….again….and again.



Designing a Game: Spandex Force Analysis

January 17th, 2008

Game design is a strange beast. Yesterday I made build v0.4 of Spandex Force, my new puzzle/RPG/adventure game; it’s coming along very nicely, and with this release all main functionality is present. But after I’d finished the build I had a look at my notes from half a year ago, and early screenshots. The game is very much the same in spirit, but many design choices differ between my original drafts and the soon-to-be-finished product.

One important thing that differs is the scope. In the finished design, the player’s hero has just gotten a job as superhero of Vigilance Valley – a city troubled by minor crime and wacky super villains. In the original design I had planned a more involved process where the hero would start out as “city hero” and eventually graduate to “world hero.” This shift would be very visible: the city screen would feature minor villains and citizens in need, and the world globe would feature global threats and major super villains. This would have been interesting…but totally unnecessary. The game’s budget would’ve increased by a magnitude (well, maybe not; but it would have doubled at least) and the game would have taken months more to develop. I doubt that the benefits would have outweighed those consequences.

And speaking of scope, another thing that I was planning from the beginning was a more involved story inspired by Bildungromans. It would tell the story of how the hero grows from fledgling whippersnapper to responsible self-sacrificing hero. I had planned a structure where the first three episodes would be stand-alone, but then a subtle plot involving a villain trying to frame the hero would emerge. The hero would try to find out information through the following episodes, and eventually meet the ultimate villain in the next-to-last episode. Inspired by Watchmen, after our hero had beaten the villain he would explain to the hero that it’s too late anyway – the Evil Plan(TM) was already set into motion a long time ago. Our hero would race to stop the Evil Destructive Device(TM), only to discover that it’s too late to stop it. Panic! What to do! He would sacrifice himself to protect the city…and everything would go black.

…And had I had my own way, that would have been the end of the game. But, of course, I had to think of a happy ending. So I pondered a final episode after this, where the hero wakes up weak and sore, and supervillains whom he have already beaten have teamed up to take revenge on him in his weakened state. Almost like the fight-all-the-bosses-before-the-final-boss in the Mega Man games. It all would end in a heartwarming scene where the people of the city aid the hero and he defeats everyone. Yay!

But that’s not how things turned out. Instead, I chose a format where every episode is stand-alone, and there’s no on-going storyline in the game. “How dull,” you exclaim now, “that totally sucks!” From an artistic point of view: yes, this is the worse choice. But I think it will work better from a gaming point of view! The game focuses on easily accessible minigames, humour, and instant-get-in-the-game-ness. That approach conflicts with a deeper storyline; if nothing else, it becomes difficult to jump into the game if you’ve had a break for a few weeks. Instead I chose episodes that you can finish in about an hour (depending on the episode) and clearly defined sub-tasks within each episode. Each subtask only takes 15 minutes (or something like that), so you get constant updates on the episode’s plot.


Old concept showing the early city screen and some dialogue.

But there are other design issues on a lower level that differs between then and now. For one thing, at first I intended to make Spandex Force into a game that would have been much more of a Puzzle Quest clone. The current implementation has many strictly different puzzle mechanics: Catch ‘n Match, Slide ‘n Match, Shoot ‘n Match, Click ‘n Drag, mini-minigames…and last but not least, the two types of puzzle battles. But in my original notes I only planned on doing the puzzle battles – nothing else! I had thought of a system with slightly different game modes: standard, simultaneous, and so on, and the type of villain you fought against would decide which game mode it would be. Supervillains would have a very special mode; the villains would have the simultaneous mode; and the henchmen would have classic modes. But after some prototyping I quickly abandoned this game design. It wouldn’t have given enough variation, and the simultaneous mode was…too chaotic. Play Spandex Force and, when you come to a battle, imagine that you both perform your actions simultaneously instead of turn-based. Sure, it opens up to great things like stealing your opponent’s cascading matches…but it would be too action-oriented, and impossible to have a clear overview.


Old prototype of the puzzle battle game. Can you see which game I received inspiration from?

If things go well with the first game I just might implement a better simultaneous version in Spandex Force 2, though. ;) And speaking of Spandex Force 2, here’s another thing I had to consider:

  • If I made the game with a very large scope I would put all my eggs into one basket. If the game fails I will have lost a lot.
  • However, if I choose restraint and lessen the scope, I can see how the game fares. If it does awfully and it’s because of the game design or the theme…then it’s not worth making a sequel. But if it does well I’ll gain a lot of feedback that I can use to implement an even better sequel.
  • This sequel can then use many of the discarded options from the original design. For example, it can revolve around a global hero instead of a city-based one, and experiment with innovations to the minigames.
  • Also, if the first game does well enough, I can implement something that I didn’t dare in the first game… Multiplayer! Puzzle battles online, where you can defeat other heroes and villains! I think this would be absolutely brilliant but I don’t have the resources to pull it off unless Spandex Force does reasonably well.

So, here’s to hoping that I can make Spandex Force 2 soon!



Copyright © 2008 KarjaSoft