Ask HN: Please review my DropZap web demo. It's written using GWT.
dropzap.appspot.com
dropzap.appspot.com
Graphics. You don't need 3D anything, you don't need to turn the blocks into animal species with a story. You just need it to feel like someone considered it more rather than doing what the tools made easy -- taking stuff out will go a long way.
You need sound effects, if not music.
Some random thoughts:
- I started reading the instructions, failed to visualize any of it, and said "screw it, I'll just start playing and pick it up as I go". The good news is the gameplay itself is very intuitive.
- appearances are SO important in the iPhone world. If it looks like it's starting to pick up momentum, absolutely get a good designer on board and give it an overhaul. I can easily see someone else take your gameplay, give it a lot of polish, and release an app that will leave yours in the dust - that would really suck.
edit: just bought the iPhone version. Well worth the $0.99.
I think the guy saying this is better than Tetris is being a little hyperbolic, but maybe it's just because I consider Tetris to be (by far) the greatest video game ever made.
I don't mean this to be in any way offensive, but I always kind of looked at you as the official mascot of the site. "I think 1 is the optimal number of amichails." http://news.ycombinator.com/item?id=925382 It now looks like you are going to find success.
Have you given any thoughts to the eventual design/theme? Robots? Dinosaurs? Demolition? Or keep it purely or mostly abstract? One incentive for a theme or improved design is that you can use that version 2.0 to justify a new round of reviews on the app review websites.
Now all we need is a social news site that uses DropZap scores to determine story order! :D I'd settle for a high score page where people get to link to their personal or business site.
What do you mean by this? The chain reaction doesn't involve anything random.
I'm saying that it is nearly impossible to predict what's going to happen given that a particular choice often causes a reaction which might involve many steps (9? 10+) of elimination, each changing the configuration of the blocks. I've built a block dropper, that's why I saw this. But if users like it, and it's selling ...
But yes, chain reactions can be long. You can at least predict how a chain reaction will start out and guess about what might happen after that.
The demo is limited to the first three levels of standard mode. Do you think I should take off the three level limit? Although you can play this in Safari on the iPhone/iPod touch, the animation is sluggish and buggy. Moreover, the native version has more features.
Only the square at the bottom of this landing square stack shrinks other squares (if any).
Putting the full game online would get people like me hooked, making it more likely for us to want to take it with us.
Although that'd be more of a last resort thing.
http://www.google.com/support/webmasters/bin/answer.py?answe...
" For instance, placing different text in JavaScript than in a noscript tag violates our webmaster guidelines because it displays different content for users (who see the JavaScript-based text) than for search engines (which see the noscript-based text)".
Doesn't Youtube do this? If you don't have Flash, something else is displayed.
However I second the suggestions to make more clear what actions will led to the column and lateral block elimination. It take me a couple of plays to figure out.
Congratulations for your work.
You need to explain better how the game works.
You lose when the blocks get to the top of the playing field. You need to make points by making blocks disappear. To do this you have the piece at the top of your screen. Click where you want to drop it.
Now all blocks under and on the same row will shrink. When you shrink a red block, it will disappear.
When a red block disappears, the blocks above it fall, which will start a chain effect starting at the lowest one (just try, you'll understand what I mean).
Enjoy!
When any square lands, it shrinks all squares below it and in the same row segment. -> actually, it only shrinks contiguous squares in the same row (of course, now that I re-read it, maybe that's what you meant by "row segment")
That being said, I played that game for 5-10 minutes before remembering that it was an "Ask HN" and that I should come back here and provide feedback ;-) Bookmarked!
But a good compromise would be a video or something demonstrating exactly what you mean.
However I suspect the real answers will emerge from testing. Do a test on trial screen count and see which amount of screens increases your conversion. Test changing colours, text, positioning etc. Over time you'll know more than we could about what will work on that page.
The explanation isn't good, but playing it reveals how it works anyway.
problems with the page tho: 1) way too many different fonts and colors to the texts. confusing to process, i didn't know where to place my eyes for quite a while
2) descriptions and reviews are too verbose. like instead of all the reviews, all u need is like a one liner like "way better than tetris and bejeweled" that conveys what it is as opposed to like 3 paragraphs.
- really fresh and interesting - lots of neat surprises
cons:
- not at all clear why what i am doing is causing these cascading effects, but the after-effects are awesome
really really cool game, and really really cool math behind hit. i'm really impressed with this.