Evolution of Stem Stumper #2

by Kwasi Mensah

April 26th, 2011

Introduction

Our look at the making of Stem Stumper continues where I start focusing on the actual design of the game. Make sure to read up on the first part of our series here. And you can find Stem Stumper on the App Store.

And the Beat Drops ( January 4th, 2011)

 

Level Editor

Level Editor

At this stage I realized that having a glorified “Simon Says” game isn’t fun. While making the game accessible has always been a top goal I never wanted to sacrifice fun. So I switched to having the destinations picked beforehand but you had to find them in order. You can also see size of the of the grids has changed. I spent a lot of time honing in on making sure there were enough cells to make the game interesting but not making them so small they were hard to tap.

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I also started messing around with using music to guide you closer to objects. Pitch and volume changes weren’t working well. I wanted it to be clear right away if you were moving closer or farther away.¬† We started using music that gained more layers as you got closer. I was afraid this was going to position us as a music game and with Harmonix down the street from me I was pretty sure I couldn’t compete with them. But thanks to advice from Eitan Glinert of Fire Hose Games I went forward with it and it worked out really well.

 

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