Help me make this HTML5 game more addictive
aroundtheworldgame.com
aroundtheworldgame.com
Second, reward and punish. Add some kind of consequence, perhaps even a game-over state. You can make this easy to avoid but it requires constant attention. Reward. Coins are your "health" not exactly a reward since you need them to continue playing, but add some random rewards (this is primarily where the addiction mechanic comes from). Big, rare rewards make games addicting.
Going further, you might want to add a set-collecting mechanic. Try playing "Ticket to Ride" and see if you could adapt some of those mechanics to your game.
Finally, the interface is not very game-like. It doesn't look like a game.
Here's an idea: You start out as an avatar of someone looking shabby and poor. Like, broken shoes and dirty t-shirt. As you progress you start looking smarter and smarter. Eventually you travel in a suit with a businessman looking little hand-luggage. I'd have to get graphical to pull that off which is not something I'm good at.
Yes, the interface needs to be improved. It's hard to make something cute without Photoshop skills. I'd happily pay someone if I had the time to organize and I knew the results would be decent.
And when I do finally get a bunch of coins, I just spend it all to go somewhere else and earn more coins. There's progression in the form of traveling, but locations are differentiated enough for me to even notice. Kingdom of Loathing is a good example of some things that might work: instead of having a list of tasks, have me click on the map. Make me know exactly where I am in the world.
I've suggested this before, but I still think adding clearly defined tiers of travel will make good goals to drive the player. Tier 1 would be local jobs in your town, tier 2 could be the county, tier 3 would be the state/province, tier 4 would be countries, and tier 5 would end with you buying a flight to the Moon. :D
* Don't have players start with zero coins; give us enough to start off and do something fun or cool (i.e. book one flight, get to a new city), and then lead players into the game's job mechanic.
* It's a terribly silly (and transparent) game mechanic, but I love games with Achivements / Medals / Awards. Either make them all available from the start or (a la many iPhone games) only "assign" three achivements at a time, each with a certain "star" value; get enough stars and you "level up", which comes with a hefty coin bonus. This way, once players have figured out the game's mechanics, they'll continue playing for achivements (and you can use achivements to encourage experimentation with other game features).
I am working on a "Awards" feature. What I think I will do then is to combine that with big rewards. And the awards should be awarded to you just by playing. You'll have to really work hard. For example, getting 100% on the questions under a certain time.
Thanks for the feedback!
2: Try to get coins to be a bigger part of the UI then it is. Actually, as joeld42 pointed out, the UI needs to be a tad more refined overall.
3: Achievements. Which you can share throughout the interwebs. Miles traveled are an excellent point system, make sure players can't cheat their way to lots of traveled miles, and use it to rank players.
4: If and where possible, add pictures to questions like BackPacker did.
Just my personal thoughts.
However, I want the game to be quite open-ended too and it's hard to explain a goal like that.
Technically the game is shaping up nicely but it needs a gamer's psychology brains to make it more fun and addictive.
Please help.
Why? Games become more fun if you manage to get yourself (emotionally and time-wise) involved.
I'm aware that "addicted" has negative connotations; like a "drug addict".
How about, the people who play Angry Birds as a target audience.
Thanks for your patience!
In fact, there is a mobile responsive design thing at http://aroundtheworldgame.com/mobile/ which works OK in iphone/ipad but it's far from perfect.