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By: Matthew Doucette
Here is the full review:
Score Rush Extended
A Note on Screen Shake Invincibility:
An unwritten rule in the games industry is that you are not supposed to review the reviewer. It almost always backfires on the developer. However I wish to explain the point of the screen shake invincibility mechanic.
The point of the screen shake invincibility is to avoid unfair deaths. That is it. When the screen is shaking -- from boss explosions -- we make you invicible so that you never die and then blame the game for being unable to see the bullets. The mechanic was never meant to be a part of the gameplay, however we understood that expert players might make use of it.
I do not understand how one can not see when the screen is shaking, as the entire screen shakes when it is shaking. It is something that is so interrupting visually that we made you invincible while it happens, if you get my point. I am confused by this criticism and do not know what to say. It is the first time I have heard criticism of this mechanic. The irony is the mechanic was introduced to avoid criticisms and yet the critics still find a way to criticize! And it become one of the lead "cons" of the game in this review.
I have a feeling -- I do not know if this is true -- but I have a feeling that the game is so chaotic to some players that they cannot interpret what is happening and will see things that do not exist (and not see things that do exist). I have experienced this numerous times in our beta testing sessions. If this is the case, then it can be explained away with confusion caused by chaos.
In other beta testing and reviews the hitbox has been criticized, because the reviewer did not understand the bullet hell style hitbox -- which is explained in the "how to play" section of the game. It caused an understanding that the hitbox calculations are inconsistent where the player then does not trust what is happening on the screen. It's a horrible experience to have, and one that we fight so hard in our design to avoid. The point of mentioning this is when you no longer trust the game, it begins to deliver ugly experiences. Interestingly, learning about the actual game mechnics can immediatley solve the situation.
There is also the possibility that someone expects the screen to still be shaking longer than it does, and then dies accordingly. It was not a gameplay mechanic inteded for such usage. But, if the screen is even shaking a single pixel, you can not die. I could almost conclude it is expanded expectations at fault. The solution would be to maintain invincibility much pass the point of where the screen stops shaking.
As an end note, I want to thank Isaac Proch for the review. 80% is not bad at all. Thanks.
That is all!
About the Author: I am Matthew Doucette of Xona Games, an award-winning indie game studio that I founded with my twin brother. We make intensified arcade-style retro games. Our business, our games, our technology, and we as competitive gamers have won prestigious awards and received worldwide press. Our business has won $180,000 in contests. Our games have ranked from #1 in Canada to #1 in Japan, have become #1 best sellers in multiple countries, have won game contests, and have held 3 of the top 5 rated spots in Japan of all Xbox LIVE indie games. Our game engines have been awarded for technical excellence. And we, the developers, have placed #1 in competitive gaming competitions -- relating to the games we make. Read about our story, our awards, our games, and view our blog.
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Xona Games, Xona.com, Xonatech, Saw Tooth Distortion, Evolutionary Prototype (EP), Duality ZF, Decimation X, Decimation X2,
Decimation X3, Decimation X3.5, Decimation X4, Score Rush, Score Rush 2, Score Rush (HTML5), Score Rush MP, and Score Rush Extended (Score Rush EX)
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We make Intense Retro video games.