Bloop 一子彈解謎遊戲:玩家試玩後有哪些改變
I'm making a one-bullet puzzle game on my own. Here's what changed after players got their hands on it.
獨立開發者根據玩家試玩 Bloop 後的反應,調整瞄準方式、太空背景、Bloops 動畫和 UI,並修正無法通關的關卡。關卡檢查器使用與遊戲相同的物理程式碼,確保勝利射擊有足夠的瞄準角度或開火時間窗口。10 月 15 日檢查全部 300 關,203 秒內全部通過,沒有失敗關卡。
I'm the only developer on Bloop. Design, code, UI, levels and the store pages are all me. It's a mobile puzzle game where you get one bullet per level: pull back, bank it off the walls, and pop every Bloop on the screen with that one shot.
It's live on Google Play and the App Store now, with 300 levels. It's also still a work in progress. This is what changed since the early versions, and why.
The first question
Before menus, ads or a single extra level, the first build had one job: answer "is shooting one bullet satisfying?"
The aim preview and the real bullet use the exact same path code, so if the preview says the bullet goes there, it goes there. In a one-shot game, a preview that lies even slightly feels like cheating.
My finger was in the way
The first aiming worked, but you aimed by touching near where you wanted to shoot, and a lot of the time your own finger covered the exact part of the board you were trying to read.
So I switched to pull-back aiming, like a slingshot. You drag back, away from the target, and the board stays visible the whole time.
It looked dead
Bloop is set in space, but the early versions felt flat and dull. The background just sat there.
First I added a layered parallax space background, then carried it into the gameplay screens too. That helped, but the levels still felt lifeless, so I animated the Bloops. They react when you aim at them, when you shoot, and when you miss.
That was the change players reacted to most. I showed the new version to players who had tried the old one, and every one of them liked it more.
Less dark
The UI used to be very dark. I made it more colorful. I still think the main menu and the level select can be better, and that's where I'm waiting on more feedback before I change it again.
The levels nobody could beat
At one point, level 76 and a bunch of levels after it couldn't be beaten. I found some by playing them myself, and players told me about others. In a one-shot game, that's the worst bug you can ship: the player doesn't think the level is broken, they think they're bad at it.
Level 142, Blazing Crossing, shows how sneaky it gets. It has three Bloops that sit still and two that slide on a four-second loop. The route was fine. The timing wasn't: the moments that hit each mover never overlapped. I searched the full 360 degrees in 0.05-degree steps at 800 launch moments per loop. 135 angles hit the three standing Bloops. None also caught both movers.
So I changed how I test. The checker now plays every level with the same physics code as the game, and a level only passes if the winning shot leaves room for a real thumb on a phone: at least 0.5 degrees of aim, or a 0.2-second window to fire for moving levels.
On October 15 it ran on all 300 levels in 203 seconds. 300 passed, 0 failed.
What's next
More enemy types, including some that shoot back, so their bullets can get in your path. Maybe a new galaxy. More variations, so the later worlds don't start to feel the same.
I used AI tools for some of the art; the design, code and levels are mine.
If you try Bloop, I'd really like to hear which level got you stuck, and what you think of the menus. I read every message.
來源:DEV Community · dev.to
