how to make a good game great? - part 3 crossy road
TRANSCRIPT
BRING ME HOME GAME REVIEW
By Krishnendu De
Date – 28th Dec, 2015
About the game (What Do I think) –
I liked the overall look and feel of the game. The graphics, colour scheme, theme, animations are
all of top quality and so is the implementation. I played the game quite a few times to beat my
personal best. I reached 160 in the game.
Though the design is quite similar to Crossy Road, but Bring Me Home brings quite a few design
innovations and enhancements in the existing game play and game design of the original game!
Also, the game is fairly balanced and a delight to play because of its overall game quality! Even the
sound is great.
Game Appeal (How does this game appeal to casual gamers) –
Well, this game fits the category of players who want game play in short bursts (Presently
dominated by developers like Ketchup and a very few indie developers). So certainly, the game
has considerable amount of dedicated players who would really want to play this type of game
(Had it been published just after Crossy Road early 2015)
But the fact that this game is very similar to Crossy Road may as well discourage many players
against playing this, as I feel Crossy Road was a sensation about a year ago and currently (post
2015), there would be not many players willing to play a game like crossy road.
Game Highlights (Features that I liked) – What is right in the game
1. Camera Angle – Endless Arcade Hopper Games put the camera behind the game
protagonist (approach is quite right; so that the player sees maximum view in front). But
what does Bring Me Home do is change the complete camera angle giving a view of even
the back side. This approach is the first thing that I liked a lot!
2. Falling tiles of Roads and layers – To restrict the player from halting at a same place,
Crossy Roads had a bird that came which killed the character. This design aspect does not
go well with the theme and nature of the game. But Bring Me Home handles the same
problem more innovatively. It’s great to watch the roads falling apart behind and the
player has to quickly move forward. I think the game can give more importance to this
aspect (falling of roads). Like the player can be conveyed the message that he/she needs
to drive quickly as the world is falling apart (More on it in other section). For this the game
needs to start by showing to the player (May be a top view of landslide just behind the
car) and to save himself (the game play character) starts driving.
3. Mission List – The short missions in the game are quite relevant and well balanced. The
player can easily keep on completing missions.
4. Printing Chips – The feature of printing chips is very new. And it gives a fun way of
engagement.
5. Level Design and Progression– The AI logic of traffic and placement of other obstacles are
very balanced. Level design is good and I felt that the game maintains the difficulty
progression, not making the game too easy in the beginning and nor making it too difficult
in the end. In level design aspect I think it’s much better than other endless hopper games.
6. Game Reward System – Though similar to the original game, it’s quite apt for the game.
The fact that overall graphics and sound change when player selects a particular character
is fun in its own way.
Game Monetization – The game monetization is subtle and doesn’t really interrupt in the game
play much, though sometimes full screen ads appear, but its random and not too often. The game
follows the same strategy of Ad monetization as in the original.
1. The game depends on direct purchase of vehicles.
2. Video Ads are optional which the player can use to collect extra chips.
3. And there is full screen Ads.
4. And a Remove Ad option.
I feel the monetization design is very lenient and doesn’t encourage the player to spend real
money. I have a few suggestions regarding game monetization, listed below
1. Festive Discounts – When you’re running a festive discount offer, it’s better to notify the
player with the same with push notification and have a notification alert symbol on the
shop icon (on Main Menu).
I. Better if you indicate about the festive discounts during screen transitions or with a
pop up just when the player opens the game.
II. Also, the shop icon needs to have more weightage and highlight on the main menu.
Presently, it is hard to find the shop icon.
2. Save Me Option – On losing life by collision with an obstacle, the player loses the game.
On the contrary, if player is given the opportunity to revive and start from that point, from
transaction of chips; it may encourage the player to spend chips more. The value of chips
required for this feature would be such that player can be encouraged to do IAP of chips.
3. Video Ads to Revive – To increase the conversion of video Ads, player can also be asked to
watch a video in order to revive his life (Save Me). Also, the same feature can be
integrated in Printing Chips where if 1 hour is remaining for the printing process, player
can view the video ad and complete the printing process instantly.
4. Personalized messages – “You’re XX meter close to your personal best. DO you want to
continue?”Messages like these after losing would certainly encourage the player to
instantly do an IAP so as to start again from the same point and beat his personal best or
discover a new level.
5. Vehicle Upgrades and customization – In the present implementation, all the hovercraft/
player’s car in the game vary only in look and feel. There is no change in the car’s
properties. If the game allows the player to customize and upgrade his car, which
enhances the properties, it would be good for the game. Customizing and upgrading a
particular car can be implemented in the following ways:-
Health Upgrades – Player selects an unlocked car character and starts the process of
upgrading its health. This would require chips and a time limit (say 10 minutes). After 10
minutes (or after being upgraded); player’s car would take 3 extra hits before being
destroyed. This would increase the scope of player’s ability to spend game currency chips’.
Also, if the players don’t wish to wait for 10 minutes for the upgrade,, he can always end
the upgrade time of 10 minutes by IAP.
6. Introduction of Power ups – (Explained Later)
7. Integration of Kiip – Kiip is a 3rd party SDK that help developers monetize better via games.
And I think the game play suites it. With the integration of Kiip or similar real reward SDKs,
players will try to reach high scores or try to use game currencies for getting discounts and
offers on brands as advertised in Kiip.
Game Play, Core Mechanic and Core Loop –
The game play mechanism is fairly simple, with very few rules. The core loop is to dodge vehicles
and other obstacles and reach maximum distance in every game play attempt. The game objective
is to beat one’s own high score and keep completing missions. The player can also collect chips
either by driving on them or in printing machine and use chips to unlock new vehicles.
My Overall Rating is 7. The game in itself is great in design, graphics and development. The game
is fun to play and provides high level of engagement. But when compared to life time value of the
game and monetization aspects, I feel it can be improved with addition of design depth and
feature implementation.
I have a few suggestions that can enhance the following aspects of the game
1. Life Time Value
2. Monetization
3. Game Dynamism
INTRODUCTION OF POWER UPS – The game can have few power ups that can assist the player in
reaching maximum distance and sustaining for more time. This would increase the game play
session. Power ups in the game can be implemented in the following two ways:-
1. Power ups that generate randomly on the game play area (same as chips). Player has to
take these power ups colliding the car with them. After collision with the power up, the
basic car may transform into a stronger invincible car which remains invincible for 10
seconds. The idea is very similar to the game play logic of JetPack Joy Ride. Whenever,
player collides with a power up like ‘Bulldozer’; it transforms the basic car into a bigger
and stronger car that travels with double the speed of normal car and on collision with any
obstacle again changes into basic form. Game elements like ‘Life;’can also be
incorporated; where if player takes it, can continue playing the game.
Refer this Link - https://www.facebook.com/witonegames/videos/1171572072871679/
2. Power ups that are dependent on player’s ability; like crossing 10 meters (or 10 steps)
without halting. Whenever player takes 10 or 20 steps without any halt, all the obstacles
and traffic become transparent, enabling the player to drive through all the obstacles
without any collision for 10 seconds. (Implementation – When this Invincibility mode is
activated, all game objects like AI cars and vehicles can be shown in wireframes all most
transparent, indicating that player can drive through them)
Power ups like these or any other types can help in making the game play session more
dynamic and may also help in monetization. Chips can used to generate more power ups
in the game.
Another approach could be to introduce health boosters on the game play. Now, if player
collects health booster, the player’s vehicle can be shown to have increased its size and
does not get destroyed on being hit. Like if the player has taken 3 health boosters, the
player’s car can be shown to have increased in its original size and now can take 3 extra
hits so as to be completely destroyed. It can also be depicted that on being hit by any
vehicle, player’s can gets reduced to its original size.
PROGRESSIVE GAME PLAY DESIGN- Currently, the endless game can be divided into levels (Like in
SmashHit). Levels can be based on no. Of steps (distance) the player covers. Like Level 1 completes
in 75 meters, level 2 in 200 meters. But all these levels would be inter-connected and the player
has to always start the game play from the start.
1. Each level can have different pattern of obstacles, traffic, environment, or theme.
2. This levelling progression encourages the player to keep on playing the game and reaching
maximum distance to discover what is new in the other level.
3. On losing at any particular level, player can be asked to save his progress to that level (so
that next time he is able to start the game from that level and not from the start). Saving
progress in this approach can be based on game currency ‘chips’
4. This approach can certainly increase the lifetime value of the game.
GAME THEME – As the game is somewhat related to road accidents, the game can spread the
message of road safety. ‘100 ways to die’ is a game that takes funny approach on road safety and
in turn educates the player on road safety. In Bring me Home too, the same can also be
incorporated.
OTHER SUGGESTIONS –
1. Character selection – The player should be allowed to select from any of the characters
right before he starts the game play. Meaning, after game lose condition, on replaying
player must be shown the character selection screen. Presently, the player has to go to
main menu and then change the character. From the user’s point of view, if he has
unlocked a certain character, he should be able to use that in the game as easily as
possible. Though character selection screen is present on replay screen, but is not
highlighted. May be needs to be highlighted more.
2. Empty layers – Wherever there are empty spaces where the car can fall through, these
spaces can’t be distinguished from the surrounding.
3. BT Multi Player Mode – 2 or more players playing the same game simultaneously where
they can visually see other players playing on their devices would be great for Bring Me
Home. Run-Time multiplayer game where players are connected via Bluetooth or over the
internet!
There was a time when match 3 games were abundantly released very similar to Candy Crush
(with the same style, theme and game play). Then developers started bringing in other dimension
in Match 3 puzzles like RPG game element in Match 3 Games. (Games like puzzles and dungeons,
Best Fiends, all are basically Match 3 games but introducing RPG element). Hence, to make Bring
Me Home more appealing, you can introduce RPG or action element in the existing game design!
Bring Me Home can have a reverse game logic (of Crossy Road)
● Like instead of dodging vehicles and obstacles, players now drive the car to destroy
whatever comes in his way.
● There could be a fixed time for each game plat attempt, and where has to drive through
destroying and collecting points, bonuses and Xp.
● Car upgrades can be introduced, so that it enhances player’s car and he is able to cause
more destruction and score high!
● Monetization via resource management and upgrades in this approach seems more viable
in this game play of reverse Crossy Raod. It opens up the game design and hence the
player can drive around collecting resources and destroying other vehicles, objects!
After all, who wouldn’t love destroying Crossy Road styled obstacles and vehicles, and
accumulating chips and Xp!
Thanks for reading through my review!
Hope you like it.
Krishnendu De
Game Designer