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'Dillo Hills [Development]

Few, I hope you see this message as I feel it could improve your game greatly. The only thing that I think needs to be changed is the energy. It looks as though your energy is decreasing at a constant rate, when really, it should be decreasing based on how well you are playing at the moment (doing well, energy stays the same or rises, and doing poorly energy drops.) Just like Tiny Wings how the night catches up to you but it is also possible to stay in front of the night. Instead of having energy, why not have a coyote or "bad" bird or even a sand storm that is catching up to you, but if you keep playing really well, you can get farther and farther away. And in between every island it gets a little farther away, similar to your energy increase. Please +1 this or quote it so he can see this idea if you like it
 
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it should be decreasing based on how well you are playing at the moment (doing well, energy stays the same or rises, and doing poorly energy drops.) Just like Tiny Wings how the night catches up to you but it is also possible to stay in front of the night. Instead of having energy, why not have a coyote or "bad" bird or even a sand storm that is catching up to you, but if you keep playing really well, you can get farther and farther away. And in between every island it gets a little farther away, similar to your energy increase. Please +1 this or quote it so he can see this idea if you like it
very good ideas! esp like the sandstorm idea. It is true, if you are doing good your energy shouldnt be going down.
 
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very good ideas! esp like the sandstorm idea. It is true, if you are doing good your energy shouldnt be going down.

Yeah the idea of a sandstorm catching up to the dillo is really awesome I think. I think every time you finish an island the storm should get a little further behind you but on every island, the storm speed increases so it makes it harder to stay away. Just like how the night speeds up on Tiny Wings! Keep supporting this idea so Fex sees it and considers it :)
 
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the game looks a little easy (this is only judging by the video). but can you be sure that the game has a bit of a challenge or maybe different difficulty levels with more obstacles

Absolutely - difficulty is one of the things we'll be balancing today, after we finish performance testing on a handful of devices. One thing not shown in that video are some of the obstacles that appear in later levels (although you can see some of them in the screenshots). The first few zones are designed to be intentionally forgiving, to give the player plenty of time to get used to the game, but once you start adventuring deeper and deeper into the wild, you'll find that it's not as easy as it seems!
 
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Absolutely - difficulty is one of the things we'll be balancing today, after we finish performance testing on a handful of devices. One thing not shown in that video are some of the obstacles that appear in later levels (although you can see some of them in the screenshots). The first few zones are designed to be intentionally forgiving, to give the player plenty of time to get used to the game, but once you start adventuring deeper and deeper into the wild, you'll find that it's not as easy as it seems!

Fex did you see my idea? I'm telling you this will make the game much much better and I think taking the extra time to add/change this would benefit you greatly.
 
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Fex did you see my idea? I'm telling you this will make the game much much better and I think taking the extra time to add/change this would benefit you greatly.

I sure did. One of the things we're playtesting right now are some adjustments to how the energy system works, and while I can't make any promises, we've heard everyone's feedback and we're taking it all into consideration. :)
 
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I think that the camera have to be more far away.

And why the energy is going so fast? In the video it seems that you're playing pretty well but the energy drops very fast.

I agree with both, in my opinion energy isn't the best way of 'losing'. I just don't feel like I can help it... At Tiny Wings I blame myself everytime I lose, here I guess I will blame the energy.

About the camera, I also agree with this. In my opinion it shouldn't get out of the camera (ever), this will make it more fun (besides, now as it comes back in the screen I get the feeling that it is teleporting everytime it comes to a new level, or is that just me? :D).
 
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ok, so "I don't see what the big deal is. They are three different games (Tiny Wings, Pilot Winds and Dillo Hills) with similar gameplay."

Ok, so what are the differences between the games? I'm not trying to flame, I just genuinely want to know what the differences are, so I know what to pick up (since I own iOS and Android devices). i wasn't terribly impressed with tiny wings, either, but I think armadillos are much cuter, haha. I thought the art style of tiny wings was too similar to angry birds.
 
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Our first day of beta testing went really well, and I give mad props to all of our awesome beta testers! (If you haven't received an invitation yet, don't worry - we'll be expanding to allow more people in as we get closer and closer to finished.)

In addition to helping me pinpoint some ways to optimize the rendering code, a lot of the testers also had some great ideas for gameplay. Many of them agreed with you guys here that the energy system feels clunky and awkward, and a few of them suggested some ideas that I'm really excited to try out. :D

Oh, and one of our testers also offered to take a video of the game running on his tablet, check it out!

http://www.youtube.com/watch?v=6IrqETMwshE

I will continue to keep you guys up to speed as we continue testing and polishing!
 
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