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GLTCH Devblog: Week 15

Another Beer and Pixels, yet another round of fantastic feedback. This month’s event might be the last before GLTCH reaches its public release, so an extra special thanks goes out to all the players who shaped our to-do list of tweaks and gameplay improvements. For the third month in a row, we’ve begun to notice a familiar trend that more than 80% of players feel GLTCH is “too fast”. The smile across Nico’s face could not have been wider, as he’s been gently nudging this up my list of priorities for weeks and has now been provided with the statistical evidence to support it.

20 minutes later (within the same night) everyone’s concerns had been addressed, and GLTCH now plays roughly 30% slower with everything else adjusted to match. We’ve realized how blinded we have become to the game’s difficulty because the new speed is much more welcoming, particularly for new players. In the early months of development we predicted a preferred average time per round of 90 seconds, but most people were barely lasting 30. With these changes, the gameplay very quickly fell into a better rhythm, with the intensity ramping up more slowly but the end-game of each round becoming much more intense in contrast. We both got a new highscore of over 1,000,000 for the first time ever, and it felt good.

The input is still GLTCH’s most glaring problem detracting from game feel. With the slower movement speed, there is more latency between hitting each node junction which means that previous comments about the input feeling laggy are even more true. We’ve included a new system that ‘snaps’ the player to the next node position when a swipe is processed, but it feels too jerky and disjointed. A happy middle ground has to exist between laggy and jerky, and we’re getting closer to it.

About James
I’m deeply passionate about the promoting and developing the social, educational, and creative potential of games. Through my work at Chaos Theory, I have only just started a journey to doing exactly that.
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