Littlecosm Twitter game alpha release
littlecosm.com
littlecosm.com
I still think there is a lot of opportunity to make twitter gaming a success.
alpha release. there will be early adopters who "get it". others won't. that sucks, but instructions / FAQs and whatnot will come later.
releasing is a feature :)
- First I think that a faster progression at the beginning could create more excitement:
> by moving to level 2-3 faster (most games gives you lv2 after the 1st fight)
> maybe some of the 1st quest should shorter (like 2-3 minutes) I didn't got directly that I have to wait to achieve quests.
> create and encourage interaction with a @littlecosm account to gain xp (good for shy ppl with nobody to "talk" with)
Progression and reward is the drug of gamers and if you don't feed a new user quickly, he might desappear..
- What's about an "invite" system (like the dropbox one) if a new user come thru an existing one, you can reward the ref with xp/coins/cash
About the global understanding of the gameplay:
- The @littlecosm account could send a dm or @reply when your quest is over, at least for the 1st ones, it's frustrating for a player when you fail the very first time you play a game.
- More explainantions could help, maybe a small tutorial to start can be nice (lots of "what should I do" on twitter feedback, desho?)
That's my 2cents :), good work anyway :) I love that lil' world you created here!
A
pacing is super important and you're right, I need to make sure I reward those first few steps quite quickly.
By the way, the intro screen is awesome and beautiful, it reminds me of "Ico" AND "Another World" ("Out of this World" for you Americans).
(I'm the creator)
Which is to say, bravo, you've finally made a MMORPG for power players! Kudos for that.
Now, the thing that confuses me the most is that, I start a quest and by doing absolutely nothing, the percentage of its completeness goes up ...
Another thing that baffles me is that, ok I can tweet. But it doesn't seem to do anything more than act as a farming mechanism for my stats and a virality factor for you ... I dislike farming with a passion.
edit: and there are other players in the game who seem to be people I follow on twitter ... but I'm not sure they're actually in the game or just randomly on twitter. Therefore I can't tell if I should interact with them or not ... or what that would even entail from a game point of view.
I'm just a dude who made a game - there's no evil corporation behind this...
So does this mean that if I just start spamming like crazy my stats will go up like crazy? That feels like the general farming motto behind MMORPG's.
As in, "kill 5000 wolves and gain a level! yay!"
(don't worry, I'm not calling you evil, just trying to figure it all out, I generally like the idea)
Well sure, but that's up to you. It's only spam if you make it spam.
FYI the game does not append any hashtags or anything like that. Your tweet is exactly what you type. There's no viral benefit received by the game just by tweeting normally from the game.
Does it apply some language processing related to the quests at hand?
Littlecosm is a twitter client in that, if you want to, you can tweet from it. Users only tweet from Littlecosm if they type in text and hit a "tweet" button, in exactly the same way they use any other client.
The game encourages you to tweet about it from time to time when you achieve something new in the game (of course, and so does every blog post and new web2.0 app out there!) but you are entirely, 100% free to not do that.
The question is, how do you "solve" quests? Everybody on here seems to assume that this is done by tweeting about it. It even says on the page that the quest will be solved quicker if you do so.
quests are simply solved by waiting and coming back to collect your prize. that's it. it is perhaps the most casual form of item awarding there is.
if you wanted to, you could collect every single item in the game without tweeting once.