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The XNA Indie Games Official Thread

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TLDR Edition

Try with caveats
* Adventure Pets HD - If you're not too fussy and looking for a MP platformer.
* Couples Sudoku - If you like Sudoku.
* Dr Popper - Needs a high score table to be worth a purchase, but it's still worth a try.
* Graph Spacer - Gameplay not that good, but it's worth a look as it's different.
* Petank Party - Might be good for multiplayer.
* Sea Blast - Might be good for multiplayer.
* Torino X - It's not very good, but the idea isn't bad.
* Tower Revolution - If you don't mind the extremely basic graphics.
* Type Attacks - If you want to type to shoot bombs out of the sky.
* Writers Block - If you don't mind poor writing in your Point N Clicks.

Try
* Cosmos
* CaveIn
* Hexothermic
* Ladybird Galaxy
 
Psychotext said:
Hexothermic - 2D Puzzler
Very chilled out game. I'm not really sure I've got that good a handle on the gameplay yet but it has managed to get my attention. Visuals are clean and the audio is good, especially when you get a chain reaction going. Full clears are very satisfying after you've taken the time to set them up properly. :) I'm also a fan of the pseudo achievements. Would have been nice to see a couple of the puzzle levels in the demo (they're good btw) but what I did see was enough to easily justify 200 points. Purchased.

: )

Try this GAF.
 
I made CarneyVale my first CG purchase last night....it's great so far. Very slick. Gameplay is reminiscent of the time trial levels of Bionic Commando XBLA game.
 
hoos30 said:
I made CarneyVale my first CG purchase last night....it's great so far. Very slick. Gameplay is reminiscent of the time trial levels of Bionic Commando XBLA game.
hehe... I just bought it as well. Only took about 3 minutes of play to let me know that it was easily worth it. :D
 
hoos30 said:
I made CarneyVale my first CG purchase last night....it's great so far. Very slick. Gameplay is reminiscent of the time trial levels of Bionic Commando XBLA game.

I searched for the thread in order to post this. This game has production values up there with most Xbox Live Arcade games. Definitely worth a look and the developer deserves your money.

Destructoid has a open challenge for community developers to submit their games for review. I think this is a cool idea and hopefully it will help us weed out some of the crappy games that are all over the place;

Biology Battle 8/10
http://www.destructoid.com/destructoid-review-biology-battle-115119.phtml

Totem 7/10
http://www.destructoid.com/destructoid-review-totem-115595.phtml

Ladybird Galaxy 6/10
http://www.destructoid.com/destructoid-review-ladybird-galaxy-115747.phtml
 
Just a quick reminder that if you play Easy Golf today, the 24th or tomorrow, Christmas day, your character wears a Santa Hat. You can even just download the trial to check this out.

christmasSuprise.jpg
 
just bought writer's block. Very reminiscent of the old p&c games like Maniac Mansion. It's so similar that I'm wondering if any of the same people were involved.
 
I'm a High School Technology teacher. We plan to start offering video game development classes in the future. What do you guys think of XNA in a high school setting?
 
PhlivoSong said:
I understand why this game is being ignored. There are so many twin stick shooters out there, but this game is really good. This game might be my second favorite twin stick shooter behind Geo Wars.

also it's 800 points thats the only reason I didn't buy it yet
 
MrVargas,

XNA would be a good route to take. Other than hardware costs the xna development tools are free.

Also, the XNA framework has a lot of code libraries that take a lot of burden from the coder. Because of this your students will be able to get positive results quickly. Within the first week of class you'll be able to have them moving sprites around on the screen with ease.

Another thing to consider is that xna uses the C# language, which your students can use in applications other than video games.

One last thing, go to creators.xna.com and you'll find all of the resources you need to get started. There are a lot of samples there so you'll have a lot of knowledge at your disposal.

Good Luck,

Matt
 
I was hesitant about CarneyVale, because physics games are too often unpredictable and lazy. But the presentation is polished, the gameplay was fun, and the price was right, so even before the trial timer was up I bought a new copy. I started work on a level, although after a while the framerate really started to go to crap, for no clear reason, so I had to exit out. I don't think it was a matter of putting too much in the level, just a glitch somewhere.

The Easy Golf course sharing system is... interesting. I've heard about all sorts of different courses being described. I think someone here mentioned a Friday the 13th-themed course, for example. Is there a site where the courses available are collected and screenshotted? Considering how busy I've heard the game is, the official forums seemed pretty empty.
 
60_gig_PS3 said:
also it's 800 points thats the only reason I didn't buy it yet
Aye... 800 points with online leaderboards and I'd have probably grabbed it (and told a few friends to as well), but until XNA games have leaderboards (perhaps never) this sort of game just wont work for me. Not at 800 points anyway.
 
anyone else having trouble with ultratron?
invisible enemies keep hitting me and i die and i cant see my shoots/bullets.

and: when i download the game, my harddrive sounds like a ticking clock.
i then downloaded the game to my memory unit: same bugs, no ticking.

wtf?
 
Kulock,

The Easy Golf xbox forum is pretty active, not sure if you looked there. It is the most active forum of all xna games.

http://forums.xbox.com/1104/ShowForum.aspx

I'm working on functionality for my website so that everyone can upload screenshots of their courses just like you are asking for. For the time being everyone is posting about their courses in this thread:

http://forums.xbox.com/24805409/ShowPost.aspx

Add gamertag AVF Easy Golf as a friend and use the friend of a friend feature. You'll find quite a few people who want to share their courses with you.

I've downloaded six different courses already.

I've scrapped up some screens of some courses people are making so here you go:

DSC_0644.jpg

DSC00108.jpg

DSC00107.jpg

DSC00109.jpg

DSC00112.jpg

DSC00113.jpg

DSC00106.jpg

IMG_1445.JPG

IMG_1448.JPG

IMG_1451.JPG

IMG_1452.JPG

golf-set1.jpg


- Matt
 
MrVargas said:
I'm a High School Technology teacher. We plan to start offering video game development classes in the future. What do you guys think of XNA in a high school setting?

This all depends on the level your prospective students are at. C# is not a language that can be learned in a weekend, or probably even a semester, though that much time may be fine to get enough of a grasp to start into XNA. I know some schools have specific programming classes, so if you have any means to make one of those a prerequisite that would obviously be ideal. What would be a better route, though, is Flash development. Flash is relatively easy, much more so than C#, and is much more widely applicable than C#.
 
What does everyone think about ultratron? I love how it looks but the resolution is crap. There's no reason why that thing shouldn't look really sharp and in HD.
 
xbhaskarx said:
Aside from the Dishwasher, what's going on with all the XNA games that were previously available as trials, like Proximity hd?

In the case of Proximity, the developer actually works at High Voltage Software, and is working on Evasive space. This is what he had to say on the Xbox.com forums:

Hey, I'm the guy who made Proximity HD. I'm trying to find time to work on it, improve a few things and get it released, but work has been sucking me dry lately. So yeah, if you've got a Wii, you can check out Evasive Space on Wiiware in a couple months, and you'll see what I've been working on instead of Proximity :P. It's coming. I just don't know when. Hopefully soon.

In the case of UltraTron, there are some impressions over here:

http://forums.xbox.com/24855172/ShowPost.aspx
 
Yeah it looks good. Hopefully it's full featured and customizable, much like Click & Create and Multimedia Fusion. I used to run "Sonic Fan Games HQ", which was all about C&C Sonic games, and while there was plenty of crap out there, there was plenty of gold too.

On another note, I've started a GamerBytes twitter. I'll be posted about XBLA, PSN, WiiWare and XNA Community Games stuff in there, stuff that generally I wouldn't have time to write a post about on Gamerbytes, or there isn't enough of a story to write about, as well as posts to the latest news.

For you Twitter fiends, add this to your twitter:

http://twitter.com/gamerbytes
 
vectorman06 said:
Don't know if this was posted yet: http://www.actiongamemaker.com/

Enterbrain(rpg maker creators) are going to make a new gamemaker where you can port your own AGM games to the 360.
Hmm, this answers a question that'd been bugging me. So Japanese devs do apparently have access to XNA and community games according to this.

So why the hell haven't we seen any homebrew stuff out of that side of the Pacific yet? I want me some goddamn bullet hell shooters.
 
Glanced over at the new releases and saw this little 200 point platformer, Johnny Platform's Biscuit Romp. Another one of those games that's quite reminiscent of the old Amiga scene. Basic platformer with a few little platforms in the levels, from what I've played of it. Not half bad for $2.50
 
Peronthious said:
Glanced over at the new releases and saw this little 200 point platformer, Johnny Platform's Biscuit Romp. Another one of those games that's quite reminiscent of the old Amiga scene. Basic platformer with a few little platforms in the levels, from what I've played of it. Not half bad for $2.50
I gave the game a go just a little earlier and found it charming.
 
Finally might get around to trying this out. Seems like I'll try the golf game. The pics look pretty cool and not having hotshots is painful although I'm obviously not expecting hot shots level here but a decently fun game with a course creator sounds neat.
 
Rlan just wanted to say youe GamerBytes Twitter feed has been awesome since the start.


Also the example screens from the Action Game Maker framework look pretty!

actionrpg2.jpg

shmup2.jpg

platform2.jpg
 
A question for non-XNA region enabled Gaffers... are you buying these games with an international Live profile? Are there any consequences to this? Can I theoretically buy a game with a US account, download it, then play it on my normal account?

Cheers
 
I've been posting quite a bit on GamerBytes as well as XNPlay because the game content and game design are two things that interest me.

I've been staying away from GAF because my addiction to it cuts down on my productivity. :P

The Top 10 of 2008 list made at XNPlay and GamerBytes got the attention of sites as Gamasutra and 1Up, which is great!

There were a good 5-7 more games that I thought deserved as much attention (Snake360, EasyGolf, Couples Sudoku, to name a few), but it's still great to see the service getting some attention and for being known for another source of quality titles (though the ratio of quality vs. average or poor is quite high, it's still a source for great games).

It's not my site, but I have to pimp it because I think a ratings site is very useful for this service (and XBLA): http://www.XBLAratings.com

There's reviews (which you can add to yourself) for XBLA and XNA games, and I figure since you guys are more of the informed gamer types your reviews may be a good thing.

I also have to shout out a big THANK YOU to Ghost for speaking his mind about Torque X, I was -><- this close to buying it in the New Year, I had no idea it wasn't compatible with XNA 3.0!!

I've actually started a business to start XNA development. Catch is I hate programming. We'll see how far I go here...heheh. The plan is to start out small and simple and work up from there.
 
Are you the guy behind EasyGolf?

I'd buy your game if you improved the ball physics and toned down the bloom a bit, otherwise I think the game is awesome.

Creator of Easy Golf? Yes that is me.

Cjelly, have you played the game since the update that went out around December 20th? If you played it before then, I highly suggest downloading the trial again.

Why? Well, I added a backspin mechanic. Basically, if you are on the tee box or on the fairway you can press down on the right analog stick to use backspin. It is certainly an improvement in the ball physics as shots with backspin do not bounce or roll around as much after landing.

As for the bloom, I'm thinking about adding in the ability to adjust the bloom.

Any other feedback is certainly appreciated.

- Matt D
 
cjelly said:
Are you the guy behind EasyGolf?

I'd buy your game if you improved the ball physics and toned down the bloom a bit, otherwise I think the game is awesome.
I would buy it if you make random bouncy ball physics and upped the bloom, but only to spite cjelly.

Actually, I'm more of a putt putt fan. I'm surprised that Kirby's Dream Course is still the best in that genre even after a decade of technological advancement. If anyone can best that game I'll buy it instantly.
 
barkers crest said:
Any other feedback is certainly appreciated.

- Matt D

Enjoyable game. If I had three nit picks they would be

1.) If the user doesn't hit a button again after starting his initial swing it shouldn't take a swing. Accidentily hitting the button shouldn't be penalized if I don't do anything else.
2.) Put percentage bars on the swing meter and/or distance on the putting meter.
3.) The green read is pretty difficult. It's hard to get a sense of how the green is breaking with the current implementation.
 
I would buy it if you make random bouncy ball physics and upped the bloom, but only to spite cjelly.

:lol

1.) If the user doesn't hit a button again after starting his initial swing it shouldn't take a swing. Accidentily hitting the button shouldn't be penalized if I don't do anything else.
2.) Put percentage bars on the swing meter and/or distance on the putting meter.
3.) The green read is pretty difficult. It's hard to get a sense of how the green is breaking with the current implementation.

Ohh this is good stuff.

1) You can press ( B ) to cancel the swing before pressing ( A ) again. I do like the idea of the swing just canceling out by pressing nothing.

2) Can you go into some more detail about this? I already show the percentages and putt distance in the UI elements on the right. Would you mind playing through one more time and seeing if that is what you are talking about or is it something else you are thinking about.

3) Isn't this the story on most all golf games? :D Are you pressing and holding down ( Y ) to get a preview of the green slopes? If so, the ball will always break from light to dark areas. Once again play a few more rounds and tell me if you start getting acclimated to reading the green. I've played tons of matches online with a wide variety of people and the only putting issues come up from not pressing ( Y ) to preview the slopes. Once they do the ( Y ) preview all is well...except when the golf gods intervene on your putting stroke of course.

I really do appreciate this feedback. Will help make this a better game.
 
barkers crest said:
2) Can you go into some more detail about this? I already show the percentages and putt distance in the UI elements on the right. Would you mind playing through one more time and seeing if that is what you are talking about or is it something else you are thinking about..

hot-shots-golf-open-tee-2-20080220051327134.jpg

hot-shots-golf-open-tee-2-20080516032556142_640w.jpg


Here is a screen to explain what I'm talking about on this one. Hot Shots (Well at least the prior ones. Haven't played the one on the PS3 yet) puts the UI elements of percentage and distance actually on the swing meter. It's therefore easier to stop the meter precisely where you want. I could see this technically being a design call because perhaps a designer might feel this would make the game too easy (Although an adjustable easy setting is never a better thing for a game) but probably at the minimum at least putting the percentage bars on there (Hotshots uses 0%, 50%, 100%) would help a bit. I know it seems obvious that the user is already making these calculations but it does sort of help for some reason to have a visual indicator of the half-way point already in place rather than having to put it there in your head. Here's a screen for shot online by comparison where they stick on the percentages but not the distance.

shot-online.jpg






barkers crest said:
3) Isn't this the story on most all golf games? :D Are you pressing and holding down ( Y ) to get a preview of the green slopes? If so, the ball will always break from light to dark areas. Once again play a few more rounds and tell me if you start getting acclimated to reading the green. I've played tons of matches online with a wide variety of people and the only putting issues come up from not pressing ( Y ) to preview the slopes. Once they do the ( Y ) preview all is well...except when the golf gods intervene on your putting stroke of course..

It is ;)

And of course some of this is always designer intent and what they want to be the challenge.

I haven't played the game a ton so of course my impressions could use more time to see if the current implementation just requires more time and patience. My initial impression though was that the curent preview feature was kind of hard to immediately understand. I'm assuming lighter color means break and the regular colors means no break or less break but I still can't quite figure out what determines when it breaks left or right or exactly to what degree. Especially if it isn't a hilly course where its a bit more obvious just based on the contour of the land. As I said though I haven't played a ton and it may be something I've just not played enough to pick up on at the moment or it may be designer intent to have it more challenging than hotshots. I'm sure your familiar with Hot Shots implementation where they have the moving graph lines of various speed to indicate slope and degree. I never though that was the most aesthetically pleasing or realistic approach but it does give a pretty good indication of all the given variable data. Perhaps there is a better approach. Maybe more color coding to indidcate some of the data... although that could get to be a bit ugly too. Not sure on this one....

Oh Also the reverse angle option button and back spin button is missing from the control config in the pause menu

EDIT: I actually when into the options after I typed this just to make sure I knew what I was talking about and saw page 4 of the help text where it explains how the break works and color coding works. So let me put in some more time now that I understand that a bit better and see if my putting doesn't improve and makes my putting comments completely invalid. ;)

2nd EDIT: Have you considered doing an Iphone version btw? A hot shots style game would kick ass on that platform and the simple click nature of these games would lend itself to the tap centric iphone.
 
60_gig_PS3 said:
also it's 800 points thats the only reason I didn't buy it yet

Same here. I've been supporting community games with purchases, but the only reason I haven't bought games like Biology Battle or Easy Golf is that, IMO, the $10 price point is just too much for them. The market has established that for that price I expect achievements and leaderboards, i.e. full Live arcade games.

But I've bought quite a few $2.50 and $5.00 games that deserve it such as:

Carnyvale (Fantastic game)
Cave-In (Awesome and underrated, IMO)
Johnny Platform's Biscuit Eater (Fun and impulse priced)
Planet Delta (also underrated)
Weapon of Choice
Word Soup

Personally, I feel like some games are pricing themselves out of purchases, and a game like Weapon of Choice, although only $5, probably easily sells twice as much as it would at $10 because in the XBL economy, $5 sounds like an impulse price and $10 doesn't. I have to do soul-searching to pay $10 or more for these games.
 
I agree, Zoidberg, certainly I think at the moment it's a bit much asking for 800 points for a game on there.

Regardless of quality or content, most people will question why they should spend that much on a Community Game, when they can get an Arcade title with Leaderboards, achievements etc for the same price. As soon as you price your game at 800 points, you are competing with the vast majority of titles on Arcade. It is for this very reason that Originals are priced at 1200 points; if Microsoft put Originals up for 800 points, they are then directly competing with the majority of Arcade games.

I think there will be a point where 800MSP will be an acceptable price for a few stand-out titles, but while the service is still very much in its infancy pricing should be kept at 400MSP or lower for the reason I mentioned previously.

Same thing is happening with the App Store, as the service has grown and got more competitive, developers/publishers have been cutting prices left, right and centre to increase sales. While it is great for customers, it is also a learning experience for these publishers and developers, whereby maybe they will have to think twice about pricing their next game at $9.99.
 
hoos30 said:
I made CarneyVale my first CG purchase last night....it's great so far. Very slick. Gameplay is reminiscent of the time trial levels of Bionic Commando XBLA game.

CarneyVale is pretty awesome. That's a rock solid recommendation.
 
Stoney Mason said:
Here is a screen to explain what I'm talking about on this one...
Ok. I see. Will get something in for the next udpate that addresses this issue. Good stuff.

Stoney Mason said:
Oh Also the reverse angle option button and back spin button is missing from the control config in the pause menu
Good find. Will update.

Stoney Mason said:
I actually when into the options after I typed this just to make sure I knew what I was talking about and saw page 4 of the help text where it explains how the break works and color coding works. So let me put in some more time now that I understand that a bit better and see if my putting doesn't improve and makes my putting comments completely invalid. ;)
Anxiously waiting to hear how it works out.

Stoney Mason said:
Have you considered doing an Iphone version btw? A hot shots style game would kick ass on that platform and the simple click nature of these games would lend itself to the tap centric iphone.
I looked into it but I don't have the proper hardware. It sounds like a great idea and would love to do it. I got a buddy who really wants to do it but I don't know. This project wore me out enough.

Dr. Zoidberg said:
Same here. I've been supporting community games with purchases, but the only reason I haven't bought games like Biology Battle or Easy Golf is that, IMO, the $10 price point is just too much for them. The market has established that for that price I expect achievements and leaderboards, i.e. full Live arcade games.
You know, that is quite understandable. Pricing the games was probably the hardest thing to do ( and most people think shader code is hard :D ). I've read and received so much conflicting information I'm losing my mind. On one hand, I have received ( unsolicited ) emails from people telling me the course editor is worth 800 points alone and that they've purchased copies for friends. On the other hand I have read view points as though a community game inherently can not be worth 800 points regardless of the actual game itself. The only way us creators can ever really know what the majority of gamers think is through sales / download data and we don't know any of that yet.

Ideally, I wanted to set Easy Golf's price to 600 points but we are only allowed to do 200 ( only if less than 50mb in size ), 400, or 800 points. I'm confident Easy Golf is certainly worth the 800 point price tag. I know at first glance it may not seem like it is worth that much, but after a thorough play through the full version ( course creating, online multiplayer, course sharing ) most people interested in the game, with price not being a factor in interest, certainly feel that the game is worth 800 points if not more.

That, in itself, might be the biggest problem with Easy Golf being priced at 800 points. Gamers don't understand the game is worth 800 points until after playing through a full version. Once sale stats come out and if this does keep sales too low I'm certainly open to pricing the game lower if Microsoft ever gives us that ability.

cjelly said:
Regardless of quality or content, most people will question why they should spend that much on a Community Game, when they can get an Arcade title with Leaderboards, achievements etc for the same price. As soon as you price your game at 800 points, you are competing with the vast majority of titles on Arcade.
A funny story, when Easy Golf first came out I was browsing the forums and came across a poster that said basically the developer who priced Easy Golf at 800 points was lacking a bit in the brain power when it came to pricing. Said he loved the demo and was going to purchase the game if it was no more than 400 points but at 800 point no way. Even compared Easy Golf to Golf: Tee it up as a reason to not price at 800.

So, I made a post basically saying try out the course designer and some of the other stuff and I'm sure you'll find the 800 point value in the game. To make a long story short, he went ahead and purchased the full version and is now a big fan of the game. I was playing an online match with him and a few other people the other day who initially felt the same way as him about the price. I brought up the idea of lowering the price to 400 points and they started getting a bit angry with me saying no way should I lower the price as it would be an insult to the game. He even goes as far to say the game should be an Arcade title and priced at 1200 points.

But that is enough of the rambling. I will say quite confidently, I am more than happy to compete with the vast majority of the 800 point titles on live and IMHO firmly believe Easy Golf provides a similiar or much better value than the majority of the 800 point titles currently available.

The reality is, it doesn't really matter what I think. The only thing that matters is what consumers think and I'm certainly willing to adjust. You all have to realize you have a lot of power and control over what kind of games will be on this service. Every game you purchase is a vote for more games just like it.

I'm glad I get to have this conversation and share thoughts/information with you all. I've always thought highly of the indie gaffer's opinion on gaming and am thrilled to get your feedback.

Sorry for the long post.

- Matt D
 
Word Soup has become a title played between me and the wife. Fine with me casue shes actually playing the 360.
 
barkers crest said:
Anxiously waiting to hear how it works out.


Played a few 9 holes courses today.

Understanding the system helped a great deal. That being said I still have a tough time sometimes determining a left or right break in one specific case for example when the preview color seems to be consistent on the green. (meaning it's not changing from bright to dark) I swear I've hit a few perfect dead on shots but it veered left or right even though the preview seems like a pretty consistent color.

Not sure if I'm just mistaken about being dead on although it certainly looked liked it but I ended being surprised by a break even though the preview made it seem pretty consistent. Sometimes you can just eye ball it and can tell where it's going to break but sometimes I swear it looks dead on but it will end up breaking in this situation left or right. Not sure if the preview picks up very subtle gradation that could cause this. Either way though I did improve a heck of a lot by using that tutorial tip. It's challenging but fair for the most part

As far as comments I'll drop a few more and then leave you alone. I'll divide into wishlist and legit and unsure

Legit.
* Can't put from the edge of the fringe. You have to be on the green to use the putter even on the fringe or slightly worse case on some courses you have a green but sometimes you have what looks like an outer green but isn't rough but you can't put from that either. There can be an extreme penalty for using a putter on technically what isn't the green but you should be able to put from the small fringe area between the green and non-green at least imo

Unsure
*No visible variable sweet spot change for different clubs or different surface.
Let me explain. In HotShots the sweet spot for a dead on shot changes based on the club or bad surface. For example when teeing off and switching clubs it changes to simulate a balance between distance and accuracy. Now partially this is a design call and you might be doing it underneath the hood or you might just not want to do it at all but it does add a little gameplay decision mechanic and if it was being done under the hood you might as well visually indicate it to the user by widening or tighenting the perfect aim sweet spot.

A similar situation exists with the surfaces. Landing in a sandtrap could tighten the sweet spot making it more difficult to aim out of it versus landing in the rough which might tighten it slightly less versus landing on the fairway which would be default normal sweet spot. These don't have to be extreme measures changes as you can see the correlation between just clubs and surface is enough to create a gameplay dynamic. I only mention this because I thought it was kind of easy to blast my way out of the sandtrap by just adding power versus having to necessarily be more accurate. Now as I said you might already be modeling this under the hood but if you are its probably a good idea to make that visible to the user so the game mechanic can be transparent.

EDIT: Noticed there is some of this. It just groups it into groupings of clubs before it changes this in a sandtrap for instance.


WishList

*Add Text for the condition lie in addition to picture. i.e. Tee, Green, Fairway, Rough, etc. minor but I sort of always like a text confirmation of those things.
*Special confirmation sound and/or text for 100% power & 100% aim. Doesn't have to be anything special but we all kind of like to be rewarded for doing something perfectly ;)
*Variable speed control for power and aim meter. Essentially mimics difficulty. Normal speed would be default. Easy would be slower meter. Hard would be slightly faster meter than normal. This is separate from the tee difficulty. I've always found giving people an option on difficulty is a good thing.
* Statistics. Don't have to go crazy here but stats always give the user something to work on and create a game within a game.

Avg. Driving distance, Driving Accuracy, Putting Average, etc. Like I said you don't have to go crazy here but tracked stats always add a layer of replayability.
*Online leaderboard for top players and said stats or top performances on courses. Same concept as above although perhaps there are restrictions on community games or perhaps just too much work.
*Flight Camera during driving shots. Nothing crazy or any kind of intelligent camera. Just place standardized cameras in legal boundary areas and allow the user to cyle through them while ball is in flight if he so chooses or manually do it by hitting the D-pad or something.



Any with that I'll leave you alone like I said. Good job though. I really respect you community guys. Hope your game sells enough to make it worthwhile for you.
 
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