Daniel Brassard wrote:
The quality of the graphic is very good. The game is simple to pick up and addictive. The game mechanics work well on my Android phone, smooth animation, good sound effects.
For a first game on Google play, Well done. And free, Sweet!
Suggestions for the next iteration,
* Add various ninja weapons such as stars, blow darts, grappling hooks, ninja bombs ... or rubber chicken (maybe). Each weapon could have a multiplier that, if you succeed, multiply the points of the target with the weapon multiplier.
* The target could be randomized a bit in size as the user reach higher level. Each size could have a different point ratio
* For higher level, the number of time you are allowed to hit the master ninja could be reduced
* The ninja get a bit more angry if you hit him more than once in a row, still keeping it cleaned for young children obviously.
* For some level you could have a timed challenge, say 10 knifes to hit the targets in 7 seconds. The targets have various sizes and points. You get the points for every successful hit, deducted points if you hit the ninja.
* Do you have limited number of weapons in your arsenal? If yes, showing what is left of your arsenal inventory in the UI would be helpful. A way to gain more weapons would add to the user experience, allowing them to reach higher level of ninja goodness.
* You could have goals oriented goodness based on the points a user would get (novice, yellow belt, orange belt, green belt, etc.) You could do that by comparing the rate of hit or high point count versus total throws, at 0% you are a rubber chicken, greater than 0% but below 10% your are a white belt (novice), 10 to 20% you are a yellow belt, 20 to 30% an orange belt, etc.
Cheers and good luck.
Thanks Daniel, I appreciate your feedback. Actually you're not the first to suggest those features, especially with limiting the amount of knives. I'm definitely taking it into consideration, along with your other comments.