euclidthegame / euclidthegame-iOS

Ipad version of Euclid: The Game
euclidthegame.com
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Lock levels until previous is beaten or not? #13

Closed DavidHallgren closed 10 years ago

DavidHallgren commented 10 years ago

Do you think we should lock levels until the player has beaten the previous level. I'm generally not that fond of it (as seen in my game Vinkelvolt e.g.) but rather prefer to let the player play anything. The most important benefit is probably that players can keep playing a new challenge if they get stuck on level.

You mentioned that maybe locking would be there for some difficulty levels but not others which might be a good design. Any general thoughts on this?

kasperpeulen commented 10 years ago

Hm.. my general thought is locking the levels until previous is beaten. Not for now, as for testing, it is not that usefull, but in the end, I think I prefer locking the levels.

It is so common in games to do this, and I think there is some good reasons for this. I guess it has something with looking forward/imagining to see how Level 25 would look like is maybe even more fun than playing Level 25.

Just like locking tools, I guess a psychologist could word this better, but there is something about not allowing people to do things, that makes it special (and let the user feel special if they unlock it).

Probably also something to that making progress works addictive. Unlocking levels one by one, I guess embodies this progress in some way.

The most important benefit is probably that players can keep playing a new challenge if they get stuck on level.

I do agree about this. At this moment, there is only a limited group of players that are able to go through all the levels. I guess that if you haven't done highscool geometry before, it is very hard to complete all the levels. If someone is really self-teaching like, and really tries to think about why a solutions works,, maybe he can, but the general user would need some geometry education to go through the levels.

I talked about this before, but a way to solve this could be making an easy mode, which is a little bit more educational, little bit more khan academy style, where there are hints available, if the user want that. And in this way, I think we could make it like that 90% of the user with a little bit patient and little bit brain function will be able to beat all the levels in the end.

What I see short term as possible, is making a mode where hints are available. But in the long term I think about a real educational mode, where we don't just give a hint, like, do this or do that, but actually explain why it is smart to do something. And why the construction actually works.

DavidHallgren commented 10 years ago

I implemented the locking of levels for now and then we can think about the hints/educational mode in as a later addition.