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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby OfficiallyHaphazard on Wed Jan 28, 2009 2:01 pm

I do think "skyscaper" and sunset are great levels, i just think they could have been tested more to make the aesthetics and their overall "feel" fit better with the game.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby Afronanny on Wed Jan 28, 2009 2:06 pm

i never liked long, thin build areas. I don't like skyscraper.

And i think the aesthetics standard has really dropped.
What happened to the pretty curves and organized chaotic sticks?
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby pacifist on Wed Jan 28, 2009 6:05 pm

Well of course I'm just going to keep disagreeing with you :p

I think this time for the last time and then I'll just let you guys thrash it out amongst yourselves.

You are right that I could have spruced up the user levels more. I went back and forth on this. I sort of meant to. But I also felt bad fiddling with people's designs. I fiddled with all of James Anderson's levels because he's my friend and I talked him into letting me.

But I think most of them are quite pretty. Including More Balls. Which I think is attractive but I think someone said they didn't love. I tried to make all of them look a little different from eachother and different from the original set.

I could go through them all and point out why I think they are interesting. I like how Stuck's style is clean, stylish, and absolutely integrated into the level. And I like how Be a Champ has a feeling of movement and fits there flying in the sky. And Skyscraper just looks cool, etc...

I certainly didn't put any less effort into this round of levels.

But of course everyone is free to disagree.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby weasel on Wed Jan 28, 2009 7:43 pm

If anyone has any specific questions about a level - like why level X was done in a certain way, or why level Y isn't harder, or things of that type, ask away! I'll be happy to tell you just what the heck we were thinking. :)
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby Afronanny on Wed Jan 28, 2009 7:48 pm

What the heck were you thinking about more balls?
jk. I'm chill.

But still. Unsolved for 2 days might be a bit hard...
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby weasel on Wed Jan 28, 2009 8:21 pm

Afronanny wrote:What the heck were you thinking about more balls?
jk. I'm chill.

But still. Unsolved for 2 days might be a bit hard...


It's been solved twice now, that I know of - it's because a physics difference on the iPhone version pretty much made the intended solution not possible. We will probably be pulling it from the iPhone version in an upcoming patch.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby OfficiallyHaphazard on Wed Jan 28, 2009 10:14 pm

weasel wrote:If anyone has any specific questions about a level - like why level X was done in a certain way, or why level Y isn't harder, or things of that type, ask away! I'll be happy to tell you just what the heck we were thinking. :)



Alright :) (remember that you asked for it :P )

I will start with the one that annoys me the most: Projected
Seriously, what were you guys thinking? It can be solved with about 7 or 8 sticks without even thinking hard, there is no overarching challenge (just 6 trivial challenges). The aesthetics are quite poor: hardly any of the lines match up, one of the balls starts off the viewable screen, and in all honesty it looks like it was somebody's very first level.

Edit: for the record: anyone who thinks that I am less of a fan of this game for critiquing it has me completely wrong. I like the game so much that it is a bit disappointing when some of the flagship levels are ones that I consider to be at best mediocre. Anyhow, this is just a small critique to a game that is 95% awesome.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby weasel on Thu Jan 29, 2009 12:11 am

OfficiallyHaphazard wrote:
weasel wrote:If anyone has any specific questions about a level, ask away!


I will start with the one that annoys me the most: Projected
Seriously, what were you guys thinking? It can be solved with about 7 or 8 sticks without even thinking hard, there is no overarching challenge (just 6 trivial challenges). The aesthetics are quite poor: hardly any of the lines match up, one of the balls starts off the viewable screen


Ah yes, Projected. It's one that I pushed for actually, Colin was a little hesitant to add it in to the mix. In summary, it's a level that I hope will inspire people. I hope it shows people that this game doesn't have to be a linear, left-to-right, get-the-ball-to-the-single-goal type of game. There can be a bunch of mini-challenges, all in one screen! I'm basically trying to show off what can be done - and what will probably be done better, using this amazing platform.

But it's a bit more than that too. We wanted there to be a few "breaks" in the gameplay. Simply escalating the difficulty level over and over again ended up making for a long, sometimes stressful session of building 42 contraptions. We wanted there to be a nice relief - a quick break, an easier level, partway through the mix. So instead of being a challenge or hard work, Projected ended up being that nice, restful-cup-of-tea between bouts with your brain. I'm sure whether or not we needed to include "breaks" at all can be debated until the end of time, but I do enjoy the level as a refreshing change of pace.

Similarly, Default is a bit of a "break" level that is quite easy, but was meant to break up the gameplay into more easily chewable chunks. Leaving U-Turn as Level 21, despite being easier than levels 15-20, provides a similar sense of relaxation. But Default also shows players that you can make a challenge based on empty space, instead of having to rely on solid green chunks to build a level. Anyone who's been in an art class knows the concept of "negative space" and how often we forget to invoke it at times. :)

I'll agree that the design of Projected doesn't conform to the stylized smooth levels most of the others are, but again - breaking it up a bit! I thought the jagged lines and slight misplacements gave it a bit of an "amateur" or "big-top" kind of feel. Again, change of pace! I'll note that we didn't create this level, it was a user level we pulled into the mix. The author escapes me right now, but I think a key point is - we chose not to edit it and make it prettier for a reason. And that reason is more than just lazyness.

Again, having all the levels conform to a certain style or not - or the value of breaking up the visual styles with something amateur - can be argued till the end of days. It is simply a decision we consciously made, and ran with it. I'm still happy with my choice, and I can't say I'm surprised that some people won't "get it." That's the way it is with art. :)

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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby OfficiallyHaphazard on Thu Jan 29, 2009 12:23 am

weasel: meh, I wanted easy and ugly
[11:14pm] weasel: it fit the bill
[11:14pm] weasel: if you have an easier and uglier one I can see about getting it swapped in
[11:14pm] OfficiallyHaphazard: well you achieved your goal
[11:14pm] OfficiallyHaphazard: ugly as sin :P
[11:14pm] weasel: hooray!]
[11:15pm] • weasel high-fives OfficiallyHaphazard for a job well done

Alright, I concede. Basically you wanted a mediocre [read: bad] level and you got it.
I guess there is no point asking about the rest of the levels :P
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby weasel on Thu Jan 29, 2009 12:33 am

Easy/Ugly is a gross simplification but I guess it does summarize my post. :/
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby OfficiallyHaphazard on Thu Jan 29, 2009 3:38 am

For those that actually what people care about is said in this thread, here are some more explanations:

weasel: too bad OfficiallyHaphazard doesn't want to ask about the other levels. It's fun explaining them!
[11:35pm] OfficiallyHaphazard: :P
[11:35pm] weasel: And the story will be different with the rest, I think thats the only intentionally ugly one
[11:35pm] weasel: I think
[11:35pm] OfficiallyHaphazard: well basically your post was "I meant to do everything you hate about this level"
[11:35pm] OfficiallyHaphazard: :P
[11:36pm] weasel: well you picked the ugliest easiest one to explain, and the "weirdest" one, conceptually, in the batch
[11:36pm] weasel: so it's going to have the most polar arguments
[11:37pm] OfficiallyHaphazard: heh
[11:37pm] OfficiallyHaphazard: well for example chimichangas?
[11:38pm] weasel: haha
[11:38pm] OfficiallyHaphazard: Level design is pretty bad I think... Whatever is the other column for?
[11:38pm] weasel: see it's good you're picking these ones
[11:38pm] OfficiallyHaphazard: clearly all badges can be achieved with the first col
[11:38pm] OfficiallyHaphazard: and the level is ugly too
[11:38pm] weasel: because as far as our personal tastes go, pacifist and I both hate chimichangas and projected
[11:39pm] OfficiallyHaphazard: big ben isn't bad, but sk8 has so many better levels
[11:39pm] OfficiallyHaphazard: if you want a place an item higher up level, you could make one yourself
[11:39pm] OfficiallyHaphazard: Canyon I dislike
[11:40pm] weasel: keep in mind we like to not make a "perfect level." It's like nintendo - we demonstrate the technology, then 3rd parties come in and perfect it
[11:40pm] weasel: like wii bowling vs. the pro bowling games
[11:40pm] weasel: or wii tennis, or wii golf
[11:40pm] OfficiallyHaphazard: meh, thats where you are wrong though
[11:40pm] OfficiallyHaphazard: those games are perfect
[11:41pm] OfficiallyHaphazard: they suit a quick, easy to learn game that is remarkably fun
[11:41pm] weasel: Chimichangas was a bit of a unique challenge though. It's old hat for anyone who's oldschool, but for a new player, not even your Tube skills will help you win
[11:41pm] OfficiallyHaphazard: make good use of the strengths of the wii, and keep things simple
[11:41pm] OfficiallyHaphazard: heh
[11:42pm] weasel: So we kept Big Ben simple. *shrug* why you want to improve it? it's fun, accomplishes a need
[11:43pm] OfficiallyHaphazard: meh, still could have made the level better (referring to chimichangas)
[11:43pm] weasel: coulda, but wii tennis could be better too
[11:44pm] weasel: don't you just love displacement though??? what an excellent level!
[11:44pm] weasel: and crown jewels, boy oh boy
[11:44pm] weasel: (it's my follow up to mission to mars)
[11:44pm] OfficiallyHaphazard: just because a level has a good concept doesn't mean it should be left alone
[11:46pm] weasel: "Good enough if perfect"
[11:46pm] OfficiallyHaphazard: lots could be done to improve a lot of the levels
[11:46pm] OfficiallyHaphazard: (mine included)
[11:46pm] weasel: sure could
[11:46pm] weasel: neat thing about canyon, on the pc version anyway
[11:47pm] weasel: a few strategically placed vertical sticks will bounce the ball across
[11:47pm] weasel: I dunno if pacifist made the build box smaller because of that though
[11:48pm] OfficiallyHaphazard: he did
[11:48pm] OfficiallyHaphazard: makes the level look weird
[11:50pm] weasel: YOU look weird
[11:50pm] OfficiallyHaphazard: meh, perhaps
[11:51pm] OfficiallyHaphazard: doesn't change the fact that I don't like canyon
[11:51pm] weasel: But seriously, displacement, that level rocks
[11:51pm] OfficiallyHaphazard: good thing not everyone has as high standards as me :P
[11:51pm] weasel: I don't like it either, I don't like most levels where I don't start iwth control of the goal object
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby vwnut13 on Thu Jan 29, 2009 8:13 am

A few times that I have found a glitch in the game that causes the app to close is when...

1. I hit the "50 More Levels" button

and

2. When I try to submit the same design twice, or designs with the same name

I have tried downloading multiple times and restarting my iPod Touch but I can't seem to make these glitches "go away".

Is anybody else experiencing these same problems?
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby pacifist on Thu Jan 29, 2009 11:52 am

We actually already fixed these problems on Monday. But the update has to get through Apple. Which seems to be taking quite a while.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby tmusquiez on Thu Jan 29, 2009 11:53 am

Any idea if a PS2 or Etch A Sketch game is next in line pacifist?
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby vwnut13 on Thu Jan 29, 2009 12:04 pm

pacifist wrote:We actually already fixed these problems on Monday. But the update has to get through Apple. Which seems to be taking quite a while.


If you were talking to me, COOL!!!!

I love this game and it would be great if those two little flaws were fixed.

Also, I think the wheels when making catapults are WAY to powerful.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby blair6 on Thu Jan 29, 2009 4:05 pm

what do the medals mean?? can someon explain that totally?
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby Afronanny on Thu Jan 29, 2009 5:37 pm

look on the third sticky
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby pokolo on Sat Jan 31, 2009 5:43 am

WTF WHY IS THERE A GOLDEN GEAR?
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby Afronanny on Sat Jan 31, 2009 6:29 am

The golden gear doesn't need a reason. It just IS.
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Re: Feedback for Fantastic Contraption iPhone/iPod Touch App

Postby meteoro on Sat Jan 31, 2009 8:46 am

whats a golden gear?
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