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  Commercial game: how many levels?  (Read 2109 times)
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Offline TheAnalogKid

JGO Coder


Projects: 2



« Posted 2005-01-21 15:43:06 »

I'm developping the story and scenario of Mighty Bubbles and I'm wondering how many levels should I have considering this:

- each level will be about 1/3 the size of the current demo level
- each level is comprised in its world
- I'd like 5 levels per world
- the gameplay will be much more elaborated: I have a lot of ideas
- graphics will be by far more professional and polish
- no boss ennemy at the end of a world but the level will be much more difficult
- the public targeted is 10 to 18 years old but might be older
- I expect to sell the game 20$ US

If I look at different platform games such as Super Mario series then it seems that they have between 40 and 50 levels.

Offline JoC

Junior Member




I love YaBB 1G - SP1!


« Reply #1 - Posted 2005-01-26 04:33:54 »

I think that you should have atleast 40 levels, and maybe a end of the game boss? Smiley
Love mighty bubbles
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #2 - Posted 2005-01-26 12:56:45 »

Thanks for your help.

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Offline Malohkan

Senior Member




while (true) System.out.println("WOO!!!!");


« Reply #3 - Posted 2005-01-29 00:38:52 »

I like to think of games in terms of number of hours.  The longer the better, with about 10 hours being very minimum.  If you charge for $20, 3 times a movie where I'm from, you'd better make the game last 3 times as long Smiley  I like games that take me at least 25 hours of good play.  Some say games can be too long, but I think the real issue there is too much time and too little dynamics.  If it keeps changing and getting more interesting as you play longer, then it's like playing a new game that you're already good at every day.

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Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #4 - Posted 2005-01-29 01:06:16 »

Thanks for these very good advices! I will consider them.

kul_th_las
Guest
« Reply #5 - Posted 2005-02-02 13:05:29 »

Along the lines of Malohkan's comments, I would say make it only as long as it needs to be - e.g. don't bore the player with 10 bland levels just to increase the level count - make sure it's good throughout.
Offline SpuTTer

Senior Member


Medals: 1


Lazy Middle Class Intellectual


« Reply #6 - Posted 2005-02-17 04:14:56 »

agreed!

more != better

fewer quality levels would be better than many poor levels. That being said, as many good levels as you can fit couldnt hurt Smiley

The previous posts are right on target.



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"Whitty phrase goes here."
Offline TheAnalogKid

JGO Coder


Projects: 2



« Reply #7 - Posted 2005-02-17 14:06:16 »

Totally agree. A lot of small levels and considering the time to complete a level will determine how many I have to develop.

Thanks guys!

Offline tonberry1

Junior Member





« Reply #8 - Posted 2005-03-26 04:51:10 »

I cant be sure what kind of game is that exactly, but atleast in my opinion, if the player can choose which way to go increases the game value. (like that the player doesnt have to finish every level to finish the game.)

Of course it doesnt fit in every game, but in many games which have a story, it would be nice.

-= Life is what you decide it to be - Solid Snake =-
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