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Glitch Strike

Overcome enemy hackers in tactical turn-based cyber battles. · By corriveaugames

timers, and game balance.

A topic by ducomors created Aug 08, 2021 Views: 300 Replies: 2
Viewing posts 1 to 2
(+1)

I like the game. But I hate the timer. 

Lets take level 6 as an example:

The intro. you are given 4 new mods that you have never owned before: red circle, red triangle, yellow star, dark blue star. Of those: yellow star and blue star you have never seen before. This level has a 60 second timer and 8 moves to win.

Start of the level: lets say turn 1 you want to move all 12 units. The animation of moving a unit takes by my timing a bit over a second. but lets round down to a second. that gives you 48 seconds to figure out all 12 moves and make the actual inputs. plus taking your three actions. Oh and you likely have to reread at least one of the modules available to you, because they are so new. Even the ones you have used you have only used for 5 levels, so you don't have them memorized yet. plus reading any enemy modules you don't know off the top of your head. and thinking about how that affects adjacent enemies.

Later turns you have to do all this again, plus strategize. Maybe you have less units but you have more decisions on how to react to each unique situation. 

In short: 60 seconds is not enough time.

By contrast if you already knew all the mods, and had played enough to have a general knowledge of what is good and bad moves, then 60 seconds would (likely) have been fine. But for someone new to the game, 60 seconds is not "challenging". it is silly. If you added the timer in a new game+ I would have no issues. I think that timers in later levels make sense. I think timers in levels that the user knows all the basics of and has a couple moves to make plans make sense. But not level 6. 

what is the effect of a timer in a game? timers make the player dumb. because they are rushed. they have to make fast decisions without thinking about the consequences. If your game need of strategy needs to make the player dumber to be challenging, than it is not a game of strategy.

3/5 stars good idea for a game. needs game balance, and play testers.

Hi ducomors!

Thank you for your feedback. The reasoning behind adding strict timers in specific missions was twofold. First, I wanted to stress efficiency over optimization on those levels. Much like in timed turn-based games like bullet chess or real-time strategy games like Starcraft, the constraint on the players ability to make and execute decisions forces the player to prioritize their actions, sometimes sacrificing less important actions due to the scarcity of time. Some turns you won't be able to make all of the actions, or perhaps the correct actions, that you would like to make - and that's okay. None of the missions require a specific set of actions to achieve victory, and even unoptimized paths can win each level. Some of the missions have no timer (or an inconsequential one) and those are the missions for which the players' ability to optimize their strategy is most stressed. Second, I wanted the feeling of being rushed to immerse the player in the feeling that they are fighting a cyber battle in real time against a powerful hacker - despite the turn based combat system.

All that said, I definitely agree that the timer does not create that target experience on levels where new mods are introduced. You absolutely hit the nail on the head there. Perhaps in a future iteration a display can be added pre-mission showing and explaining the mods that will be introduced to the player long before any timer is introduced. And, for those turn-based strategy gamers that truly despise timers, an option to suppress time constraints could also be added.

Thank you for taking the time to write such a well-thought out review! I am glad that you enjoy the game outside of the timer system.

The issue with a pre mission graphic is that a player is not likely to memorize that. But once they have had some time with the system they will have the knowledge built up to just know. Thus my thought for new game plus etc

I can understand the time pressure stressing efficiency over optimization. I don't think a timer is a bad mechanic. Just introduced too early.

This would be something that shows up during playtesting. which is always the hardest part of game dev. developers have gotten so used to the system they have forgotten how it feels for new player. So It is hard to keep that in mind.