TumbleSeed Postmortem: what went wrong
aeiowu.com
aeiowu.com
I'd like to give the author one piece of feedback: please refine your color palette to use contrast and hue to make it easier for players to identify the various game entities! Looking at the screenshots and watching the gameplay videos, it's really hard for me to pick out the what's important and what's just background. Everything blends together and just looks like noise.
Take a look at other games, e.g. Raptor: Call of the Shadows, which make it really easy to scan the screen and identify/differentiate background terrain, power-ups, enemies, and bullets. When it's hard to tell what's going on, you add an unnecessary barrier to entry.
That said, keep making games!! Seems like you're good at it. :)
It also takes a long time before you get to the video. I was just about the give up scrolling and thinking to myself, just show me a video when the video was there. Then I stopped watching the video half way through because it all looks a bit the same.
I really like the graphics style, but like others have said. It needs contrast to differentiate between playable and non-playable elements. It all seems to blend into one right now.
The control system would doom this game for me. Squishy, indirect controls means a lot of frustration. The fact it is the central idea around which the entire game is designed doesn't help.
I think that's exacerbated by the visual design. It looks good, but a critical part of the mechanic is the ball ("seed"), is being rolled up a wall. You should intuitively see and understand the danger of a hole, the presence of obstacles, things you can roll up or roll down or over or through. But everything is flat and has almost uniform visual weight. There are some 3D cues, but they aren't consistent and don't seem to directly match the mechanical geometry.
It's tough to read the environment. This makes the indirect unresponsive controls even more frustrating: even when you can get the ball to roll where you want, you have a hard to seeing what you want to roll toward or avoid.
It ties in with the lack of time and resources too -- if you don't structure your development to have time to do user testing, you won't magically find that you have time to do it at the end, either.
> "Friends around us were saying “it’s too difficult” right to our faces, but amidst our nonstop-no-days-or-time-off working, we were too dull to let it inspire action."
So I guess they did have some people play the game -- but they didn't build in the time they needed to properly use the feedback, so it was almost the same as not play-testing.
More play testing would have helped a great deal, IMHO.
I played it for about 20 minutes. It seemed an okay game with a really awful user interface, and if they had ditched that mechanic they might have found themselves making something a lot more fun. I would up rage quitting in frustration over how artificially hard it was to control, thinking "These game designers hate their players, and it's a shame because they have something interesting hiding here."
Maybe I quit two minutes before it became a glorious game. That doesn't excuse the terrible experience I had at the beginning, though.
Overall the game has an amazing and original design, and I hope the patch improves sales.
The first version of a SaaS is responsible for 0.0001% of its lifetime revenue. For an indie game it is what, 50%?
And a new SaaS is compared to your a home made Excel sheet. A new game is compared to Zelda, Mario and games built by thousands of people with millions of dollars.
It's a game in the purest sense of the word "game". It doesn't seem to have a catchy style, and it covers up the lack of fulfilling gameplay with the "rouge-like" descriptor which is so overused as to be meaningless. If it were on the phone, or I owned a switch maybe I could give it a try. On the PC, I expect a little bit more out of the video games I choose to spend time with.
I also gave up pretty quickly because it is pretty hard
Looking forward to playing the updated version on the Switch!
And a second question.... if it's too hard why not make it easier and launch again?
They might be throwing in the towel too early, games these days seem to have long tails.
These guys need a non-artist on the team. No one is limiting them and making sure they understand that the game is more important than just the art.