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KickUp King - Beta Testers needed!

11-25-2014, 12:37 PM
#1
KickUp King - Beta Testers needed!


Youtube link | Pop Up


Hi All,

Excited to announce our new game, KickUp King. A fun 8bit style kickup game where you try to keep the ball in the air. Try to complete combos and score points while avoiding obstacles.

We are looking to get feedback from testers on how to improve the game. Please send an email (contact at superrockgames dot com) or pm me if you are interested in beta testing.

Features

- 4 different game modes - Pro, Amateur, Points Rush and Time Trial.
- Not just kickups! Do headers, kneeups and sidekicks also.
- Score points and complete combos.
- Easy to learn tap and swipe controls.
- Challenging and Addictive Game-play.
- Game Center leaderboards.
- Universal iOS App.

Last edited by SuperRockGames; 05-11-2015 at 06:55 AM.
12-04-2014, 08:39 AM
#2
We just recently added 3 new stadiums to play in and 11 new movements...

New player movements...https://vine.co/v/On3rTlDYlUH

New stadiums...https://vine.co/v/On6DgO5YajF

New stadium fans...https://vine.co/v/On6dBQ9MBeM

Always looking for more beta testers...

12-08-2014, 02:01 AM
#3
Joined: Nov 2014
Posts: 20
Haha the style's really adorable. May I get a test copy? The added variation from those different kicks looks fun
12-08-2014, 04:46 PM
#4
PM me your email and i will send you a test copy...
12-19-2014, 05:26 PM
#6
New player added to #KickUpKing!

https://vine.co/v/OgYFhEAZrgQ

https://vine.co/v/OgYUnZwwL9j

Looking for more beta testers. Send a pm with you email address.
12-26-2014, 05:23 AM
#7
Joined: Nov 2014
Posts: 20
Hey there! Thanks for letting me test KickUp King. So here are some thoughts.

The addition of multiple maneuvers in a ball bouncing game really changes up the gameplay, even a simple kickup - kneeup - header sequence feels very satisfying. However I found it difficult to follow up with flashier sequences, and I think there are a couple of reasons. First, the tutorial is pretty dense, even after doing it a few times I still can't remember half of it. Second, the trigger area for different moves vary quite a bit, which also makes it difficult to remember. And finally, the difficulty level for different modes (specifically amateur mode) feels similar in terms of skill, the difficulty in pro is in getting a high score, not staying alive.

The First and Second points are more closely tied, perhaps the game could spread the tutorial out a little more into the beginning of amateur mode. It could also simplify the more advanced moves, maybe cut down the amount of trigger areas needed, or provide visual aids with various indications. For example, the top and bottom of the trigger area could match bits of the stadium in the background or the pattern on the characters clothing so players have some way of measurement, or maybe in amateur mode players can turn on the trigger areas during play, like in the tutorial, to help them get familiar with the moves.

So yeah, maybe what I mentioned has already been tested and dropped for other reasons, but I think the feedback on difficulty is still valid. Hope it helps!

Cheers,
qugoid
12-26-2014, 05:52 PM
#8
Hi qugoid,

That's really good feedback. I appreciate the detail.

In regards to the fancy moves being hard to do, we could have the trigger areas visible (but alot more faded than in the tutorial) in amateur mode. That way you have a guide to help you with in a game context.

I think your other suggestion below would also be a very good idea for the pro mode. It would be a subtle clue that people could work out.

Quote:
"the top and bottom of the trigger area could match bits of the stadium in the background"
In the other two game modes maybe there should not be any clues or visible hit-boxes so as to be challenging to people

As for the difficulty maybe we could not have any obstacles in amateur and have more obstacles in pro, like flares being thrown, more balls coming at you from the sides, maybe disable a part of the players body? Open to suggestions...

We are also working on achievements such as "score 1000 in Pro, unlock a new player or game mode", which will make more of a distinction between Pro and amateur.

By the way we original based this game on the footbag in California games which is a very chilled out game where you just keep the ball in the air.

Thanks again and I will be sure to send you new builds!
01-08-2015, 02:01 AM
#9
Joined: Nov 2014
Posts: 20
Quote:
As for the difficulty maybe we could not have any obstacles in amateur and have more obstacles in pro, like flares being thrown, more balls coming at you from the sides, maybe disable a part of the players body? Open to suggestions...
Ah yeah that's the other thing I was going to mention, the distractions show up pretty early in amateur mode, might want to push it a little further back? As there currently doesn't seem to be a distinction between amateur and pro (could be just me though).

Quote:
By the way we original based this game on the footbag in California games which is a very chilled out game where you just keep the ball in the air.
Footbags! You mean those little cloth sacks filled with beads right? I used to live in an area where they were pretty hot. Now that you mention it I can really see the influence show through. Chill games are sweet, we need more chill games

Quote:
Thanks again and I will be sure to send you new builds!
Cheers man! I'd love to try out the new builds!
01-09-2015, 03:16 PM
#10
@qugoid going to try showing the hit boxes for each movement in amateur. We will see how people like that and try something else if it doesnt work. Iterate, Iterate, Iterate


Two more new players added!

https://vine.co/v/OpbVPJXaBeh

https://vine.co/v/Opb9VdlIKHP