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Whisperling 17 січ 2013 о 3:24
Please add a [Spells] building and system to justify the extra price.
This is literally no different from the handheld version of the game and costs more, for absolutely no reason. You kind of owe it to your customers to add -something- to the game, which is why I suggest a magic system.

You get access to a spell room, which lets you buy and upgrade various spells. Matching wand tiles in game can have a chance at enabling you to use a spell you have unlocked or generate mana for you to use, with spells activated by pressing 1-9.

Examples are: Freeze (Stun enemy), Burn (DoT enemy), Polymorph (Turn into a monster temporarily, rod tiles vanish for the duriation of the spell) and Harvest (instantly break all Wood and Stone tiles on screen).

Additionally, you could give the player a method to upgrade their home rather than simply opening doors. Upgrading the bed and adding paintings to the walls or other decorative furniture items you either get through upgrading 'Aesthetics' somewhere or simply getting them by matching 5+ backpacks or using 5+ keys on chests.

Just add -something-.
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NothAU 17 січ 2013 о 15:20 
I honestly think the work of bringing an iOS game to the PC (paying for the engine, redoing the UI, input systems, etc), plus achievements, easily say it's worth at least couple dollars more.
Bieeanda 17 січ 2013 о 17:55 
You've got it backwards: games and apps on mobile are cheaper than they would otherwise be, because the market is cutthroat and people have been conditioned to consider $1.99 the absolute maximum that any application is worth. Valve also takes a cut of proceeds that may or may not be higher than the middleman fees charged by mobile app distribution sites as well.
Whisperling 17 січ 2013 о 18:00 
'Plus achievements' is the most laughable excuse I've ever heard for a price hike. That's not content, it's just flipping a 0 to a 1 somewhere in the game and telling the player that the game did it.

The reason this game costs more on the PC is because of the 'PC Premim', as TotalBiscuit puts it. Developers feel perfectly alright with screwing their PC customers harder than their mobile because they know PC gamers tend to put up with it. That's it, they're charging more for no extra content because you'll accept it.

The game should actually be -less- on Steam, because the lion's share of the development costs went into finishing it on mobile and this was just a quick port job which couldn't have cost much at all.
NothAU 17 січ 2013 о 20:36 
Цитата допису Whisperling:
'Plus achievements' is the most laughable excuse I've ever heard for a price hike. That's not content, it's just flipping a 0 to a 1 somewhere in the game and telling the player that the game did it.

The reason this game costs more on the PC is because of the 'PC Premim', as TotalBiscuit puts it. Developers feel perfectly alright with screwing their PC customers harder than their mobile because they know PC gamers tend to put up with it. That's it, they're charging more for no extra content because you'll accept it.

The game should actually be -less- on Steam, because the lion's share of the development costs went into finishing it on mobile and this was just a quick port job which couldn't have cost much at all.

Plus achievements is a valid point. It's not just flipping a 0 to a 1 in the game, it's coding in the tracking for it in the first place.

I disagree with the "PC Premium" comment entirely. Mobile gaming is honestly hurting the industry because everyone is being conditioned to think a $2 is a rip-off for a game that takes months of work to create.

http://www.youtube.com/watch?feature=player_embedded&v=0T24Sh48UlI
Look at the very start of the video. See the "Powered by Unity" screen? That means it was developed with the free version of the engine. To remove that, you have to buy pro, which is $1500.

I'd agree that the lions share of development went into the iOS game, but not the costs.
Lavian 17 січ 2013 о 22:31 
Цитата допису NothAU:
Plus achievements is a valid point. It's not just flipping a 0 to a 1 in the game, it's coding in the tracking for it in the first place.
Coding the tracking for it could literally just be something like

if( damageOnHit >= 200 )
{
damageAchievement = true;
}

when it boils down to it, and that "true" is just a 1 (or number greater than zero perhaps) that is specified as a boolean value. It could very well be done with integers. If you wanted to get really nitty gritty with it, it could come down to actually flipping a bit using something like the ISA for x86 (that would sort of be a pain though).

Автор останньої редакції: Lavian; 17 січ 2013 о 22:31
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