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Oddhop - an original puzzle game, out this Spring!

03-02-2016, 07:05 AM
#1
Joined: Sep 2010
Location: Finland
Posts: 39
Oddhop - an original puzzle game (Testers & feedback wanted!)

Hey, I'd like to introduce our new iOS/Android puzzle game we've been working on for the past two years: Oddhop!

In short: the goal is to move creatures on a hexagonal terrain and “hop” over adjacent creatures, in order to eliminate them one by one until a single survivor remains. To spice things up, we have a wide range of features which all affect the game mechanics (as well as the visuals). Highlights include:

• Play with three creature types of varying characteristics!
• Traverse varying terrain types!
• Interact with various gameplay elements including portals, cherry-picking, revolving platforms, statues and more!
• See if you can master the over 100 unique puzzles!
• Enjoy the lush graphics and relaxed, take-your-time gameplay!

Oddhop is currently in closed Alpha testing, and we're hoping to release the game later this Spring/early Summer. If you'd like to test the game early on, let me know - we will be expanding our Alpha group soon (and most likely also having a public Beta a bit later).

More information and screenshots: here
For even more, see Oddhop Press Kit

I have attached some screenshots below and here is the teaser video:


Any comments and feedback is welcome! Thanks for the interest!

-- Mika / MHGames, @mhgames_
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Last edited by mh114; 03-19-2016 at 01:58 AM. Reason: Changed subject.
03-02-2016, 10:27 AM
#2
Joined: Apr 2011
Location: Houston, TX
Posts: 3,550
Great artwork! I hope the game play is equally appealing.

Game Center: MarinasideSteve

03-02-2016, 11:10 AM
#3
Joined: Jun 2011
Posts: 3,649
Really looks interesting, looking forward to how it plays

Game center:dreadnokv1/ Twitter:@dreadnokv1
Ravenmark:Scourge of Estellion Best TBS since Advance Wars http://itunes.apple.com/us/app/raven...6806?ls=1&mt=8
03-02-2016, 11:17 AM
#4
Joined: Sep 2010
Location: Finland
Posts: 39
Thanks guys! Personally I'm happy with the gameplay, as my previous games were a couple of match-3 titles so it has been very refreshing making something that is not a match-3!

Hit me up with PM if you'd like to try the alpha in exchange for some feedback! It's fully playable, only missing things like music, some sounds, GameCenter and of course polish.
03-03-2016, 01:34 AM
#5
Joined: Sep 2010
Location: Finland
Posts: 39
I'm probably sending TestFlight invites later today, so yey!

Oh, also forgot to mention that the current plan is to make Oddhop a premium app on iOS (around $2 most likely), and ad-supported but free on Android (with the option of removing the ads with an IAP).
03-06-2016, 01:33 AM
#6
Joined: Sep 2010
Location: Finland
Posts: 39
Testers wanted!

We're still looking for people willing to test Oddhop and give some feedback in exchange! Good way to try the game early without paying the $2, isn't it? Hit me up with your TestFlight details and I'll add you. Android-testers are also welcome.
03-06-2016, 02:19 AM
#7
Joined: Jul 2011
Location: Northern California
Posts: 124
Sent you pm
03-07-2016, 05:17 PM
#8
Joined: Jul 2011
Location: Northern California
Posts: 124
So got through the Intro pack and halfway through pack I and a level in pack IV.

Love the visual style as it's colorful and also the animations in the levels such as the swaying trees or even the snow falling down. I really appreciate those little things being done

Gameplay is easy to pick up. It does get harder trying to get all 3 stars once you have the other mechanics in play such as the revolving platform. I like that as I don't want it getting too easy if you can just breeze through the levels.

The total time played stat on the stats and on the level result screen doesn't make sense to me if it's a "take your time" type of game. How about replacing that with total hops since the gameplay is all about hopping over other creatures? :P

Will you have achievements implemented once Gamecenter is working? i did noticed the missing music. Also, not sure of the screen shakes option if it's also implemented? was trying to figure out where during gameplay does the screen shakes.

...grinding on hearthstone rank play -_-
03-08-2016, 01:22 AM
#9
Joined: Sep 2010
Location: Finland
Posts: 39
Spikeyflip, thanks for trying the game and providing feedback, much appreciated!

Quote:
Originally Posted by spikeyflip View Post
Love the visual style as it's colorful and also the animations in the levels such as the swaying trees or even the snow falling down. I really appreciate those little things being done
Thanks, personally I'm (mostly) happy how the visuals turned out. Initially I had the idea of using 3D lightmapped backgrounds with these 2D characters, but I feel like I made the right decision abandoning that and just doing the backgrounds in the same style instead, even though they took much longer to make.


Quote:
Gameplay is easy to pick up. It does get harder trying to get all 3 stars once you have the other mechanics in play such as the revolving platform. I like that as I don't want it getting too easy if you can just breeze through the levels.
Would you say that it is too easy to pass levels (i.e. get one star)? A few people said that and we agree, so we'll try slightly raised score limits for the 1 and 2 stars in the next build.


Quote:
The total time played stat on the stats and on the level result screen doesn't make sense to me if it's a "take your time" type of game. How about replacing that with total hops since the gameplay is all about hopping over other creatures? :P
This is a good point! At the very least we need to rethink about that marketing copy ("take your time gameplay"). Initially we didn't have any time bonus, so the time you spent didn't matter at all, although personally I like seeing how long I've been cracking away on a level pack in total. But some testers felt the bonus point system was irritating, because you'd only get full bonuses if you 3-starred a level on the very first try!

So we wanted to address that and added the time based bonus points to compensate, so you get bonus points if you take your time and think about your moves (less retries) or alternatively you try various approaches but try to solve it quickly timewise. I agree with you that it isn't necessarily "take your time" type of game any more, but then again it's only the bonus points that are affected. (Btw we are also toning them down, currently the bonus points make up quite a lot of the final score.)

As for the number of hops, I think it's a bit weird metric that doesn't tell you too much, whereas time spent is immediately useful. Btw the time total in the level packs counts the time for your highest score, so it stops increasing when 3 stars have been reached in every level. The total time in the statistics tracks all play time, even if you replay levels.


Quote:
Will you have achievements implemented once Gamecenter is working? i did noticed the missing music. Also, not sure of the screen shakes option if it's also implemented? was trying to figure out where during gameplay does the screen shakes.
Achievements are coming, we are currently finalizing their design so I can start coding them in. Screen shakes are in, but as this is not exactly an action game there are few places where the effect happens. Shakes happen when using the portals / wells and when breaking ice blocks / patches.

As for the music, we want to have a "theme song" for the game that is played in the menus. For the gameplay we were thinking about having just ambient soundscapes, as to not be distracting. Think nature sounds, birds chirping, trees swaying in the wind etc.

Thanks again for the detailed feedback, looking forward to hearing more.
03-11-2016, 08:17 AM
#10
Joined: Sep 2010
Location: Finland
Posts: 39
Game Center users: I have a question for you! I've recently implemented Game Center leaderboards and achievements (not yet in the Alpha, but probably coming soonish).

Say I have a button for reseting all player progress in the game (stars earned, levels unlocked, scores, stats, etc.). If you were to start replaying from the beginning and would use the said "reset" feature, would you expect your achievements to be reset as well? Or should I add another prompt after reset where you can choose to either keep your achievements or reset those as well? Perhaps the extra prompt wouldn't hurt, as you're probably not reseting at all or at least very infrequently.