Busy day today. I mostly want to spend some more time with Kodu (the game-making game on XBLA) tonight, but managed to get a little new gaming in today that's worth posting about.
- The different pieces ("Borbs") have personalities. This means they have custom "you got me" sounds when you wake them up or eliminate them.
- Elimination of Borbs isn't just via match-3. You can also eliminate anchor Borbs and all of their children Borbs will fall down to the ground and refill your Borb gun. This is super fun to do and adds elements of risk reward (do I play it safe or go for a trick shot?) and plays into the achievement system (can I figure out the most efficient way to eliminate all the Borbs).
- As much as it is a casual (and somewhat social) game, there is a reasonable amount of strategic depth to the game. If anything, I wonder whether the game is calibrated to be too difficult for beginning players (more on this below).
- Aiming just never felt right. For this kind of game, this should have been a deal breaker, but there was enough going on that it ended up more of an annoyance. Part of it was not feeling like my mouse movement was linked 1:1 with an aiming reticle on the shooter. Part of it was that my mouse cursor was invisible -- which left me startled when it actually slid outside the game board hit zone and began to interact with other parts of the screen (power ups, friends list, achievements, etc). Interestingly, Peggle solves for this by always leaving the mouse pointer cursor on-screen so you have a sense of where you're leading the Peggle gun. Not ideal (and I actually prefer the console version better) but it does work better.
- Related to the aiming issue was the fact that aiming guides were not that helpful. First, side guides that seemed to indicate the angle of a ricochet would mysteriously appear and disappear for reasons I could never understand. This made the feature confusing and relatively useless. Second, there were aim guide powerups, but they were hard to use for a few reasons: Because you couldn't see the mouse pointer, you couldn't just pick a spot and have the gun aim where you needed it to "automagically" as you could with Peggle; moreover, the aim guide would go on ad infinitum until it intersected with an object which made it even harder to figure out how to aim for a specific object because you couldn't understand which line you were controlling with the mouse.
- Powerups were confusing to me for a few reasons: First, they generally were NOT introduced through gameplay, but needed to be purchased with BubbleBucks. The help text descriptions were vague and not that helpful which meant that the player needed to spend hard earned bucks before knowing the potential value of the powerup or how to use it. Second, I couldn't reliably use powerups. I moused over them several times -- sometimes I could click on one and have it activate. Other times, now matter where I clicked I couldn't activate a powerup. There was no feedback to let me know what I was doing wrong. [note: I was using Chrome as my browser, and it's possible that some sort of focus-bug was preventing me from using powerups]
- I felt like the challenge ramp was too steep for a casual game. Thinking back to the first time I played the game about a month ago, I'm pretty sure I failed pretty early on and had to restart. This time around I still felt like it was too easy to lose before feeling a sense of success at the game.
- I couldn't figure out the "click to adjust your performance" eye icon. It just switched back and forth between a hi-res and lo-res eye icon.
- I did like (once I discovered it) the 3 helpful mouseover demos. I wonder if these useful demos would have been more useful and discoverable if they just ran in a sequence from top to bottom without requiring the user to mouse over each button.
- A minor point: There were lots of typos. It's a Beta, so no big deal. But I seriously wanted to edit the typos and do some additional copy editing/writing for clarity.