Gameplay balancing and emotional turmoil

Balancing is where you tweak games to get the right level of difficulty – doing this on a single player game is hard enough, but on a live game with active players its quite tricky. Germination X is currently too easy, which results in plants happily growing packed closely together (blocking subsequent players from planting) so I made some slight changes, which had the effect of causing an environmental collapse which lasted several hours, completely sending the plant spirits into depths of simulated emotional turmoil.

I’ve also noticed that players are not tending to send each other gifts, which is probably for many reasons – the most obvious being that they don’t know it’s possible. Part of a fix for this is to add some general help when players start – this seems a common practice with social games.

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