Here's our draft of the damage indicator against enemy vehicles. As I said in my previous post, it's important feedback for both Predictability and Consequence, two of the ingredients that, in the correct proportions, make a game fun.
Now that I see it, I think I have some tweaks to make, but it's going in the right direction.
As a designer, I have to balance having the right amount of information, not too much or too little. With this damage indicator, I believe we might have gotten into too much. It is valuable to show the amount of damage you did to a particular target (the -20.) Also it's good to see how far down that takes them on the red health bar. But I also want to reinforce the type of critical hit you got, such as a "down under" hit where you get the truck to drive over your lit firecracker. It expands the horizons of the game when you discover there are numerous ways to do extra damage, because then you make the jump from more basic to more advanced play styles.
Let's remember though that you could get hitmarkers and damage on several troops and vehicles with a single hit. I'm going to recommend omitting the damage amount, and just show the health bar. That ought to convey just enough information to help the player learn what works. The process of discovering how much damage different firecrackers do to different vehicles at different distances is the learning that contributes to a rewarding experience. Along the way you can discover these critical hit types as you play:
Oneshot: Each enemy has a critical hit target. If you land a firecracker in it you will do enough damage to destroy the enemy. The tank's target is the top hatch. The technical truck has the truck bed. I can't wait to see the look on a player's face the first time they see a firecracker drop perfectly down a tank hatch and blow it to pieces in one hit!
Down Under: There is a points bonus multiplier for timing a shot to explode as a vehicle drives over it. To get it, the center point of the firecracker should be within the hitbox of the enemy, and the firecracker should be on the ground, not in the air above. This will do double damage.
And of course, you'll be able to enjoy higher scores and tallies of your various critical hits at the end of each level.
If you're looking forward to scoring your own crits and streaks, it's not long now! Remember to subscribe to the email list, where you’ll get our Weekly Roundup, and early warning when the game is live on the App Store and Google Play!
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