[RELEASE] Dude Dancer
Hi guys!
I finally managed to find the time to release my 3rd mobile game, Dude Dancer :)
iOS: https://itunes.apple.com/app/dude-dancer/id995987744
Android: https://play.google.com/store/apps/details?id=com.guineapixel.dudedancer
Made With Unity : http://madewith.unity.com/games/dude-dancer
Page : http://guinea-pixel.com/app/dude-dancer/
If you guys really want to help me out, please check it out and let me know what you think. (with a good rating and share LOL)
I finally managed to find the time to release my 3rd mobile game, Dude Dancer :)
iOS: https://itunes.apple.com/app/dude-dancer/id995987744
Android: https://play.google.com/store/apps/details?id=com.guineapixel.dudedancer
Made With Unity : http://madewith.unity.com/games/dude-dancer
Page : http://guinea-pixel.com/app/dude-dancer/
If you guys really want to help me out, please check it out and let me know what you think. (with a good rating and share LOL)
Comments
So just a comment on the trailer - I thought it was pretty well done, and made me want to play the game, but then it just suddenly ends. You need a call to action for a few seconds at the end mentioning iOS and Android.
I will definitely add the CTAs now :)
On note missed : lowered music volume, played VO and upset crowd effects - this resulted in a very negative experience. So I removed feature by feature for OnNoteMissed and ended up not having any negative experience...the aim should be happy, playable and the user should be able to listen to the music.
On note hit : Instead of altering music or added tons of SFX, I add Visual effects as you build up the Multiplier, and positive VOs.
The dancing dude will hit on beat as the music is playing (varies between songs), will change move sets as you hit better Multipliers.
The aim of the game was not to get a negative experience, broken music with a lot of SFX covering the music.. I tried to get it as positive, happy and fun as possible.
I don't think every other rhythm game that has been successful suffers from "negative play experience" - they are after all successful games, and as such should be learnt from.
Some of my favourites:
Deemo (mobile)
Melody Muncher (the previous ludum dare) http://ludumdare.com/compo/2015/09/07/melody-muncher-post-compo-version-woo/
Of course DDR and Guitar Hero etc.
Have a look at them and study how they do their systems. I think it will help.