Wednesday, 23 November 2011

Treasure Hunter [by KooGame]


Home Page
The front page looks like a hard-core, action-packed game. I formed an impression that I will play a first-person shooter game or something close to that.
A change of front page design could be more effective. The design must speak for itself that this game is about what else…. treasure hunting.
Treasure Hunter concept could be: an Egyptian tomb explorer, or Deserted Island adventurer theme.

Tutorial Page
At first glance, the tutorial page is complicated, not that easy to follow, especially with the diagrams and features “squished” into the small touch screen without arrows pointing which step is next.
It would be better if the tutorial should stick to the basic instructions that even a kid could understand. What’s important is any player can play this game with minimal reading involved. Let’s face it. In any game [console, PC, online etc] players seldom read the contents or instructions, they just play.
Another cool way to exhibit the tutorial is a mini-video demo of the actual game [that can be accessed when you click an icon at the Start Page]

Gameplay
The game is addicting. Players can get hooked round after round of picking up treasures and other stuff.
The downside of this is the routine. Some might eventually get bored with this game. The game could add features like “Achievement Board” or Bonus Points from remaining time after attaining the target amount per round [which will be discussed in later].
After reaching the target amount, the timer does not stop. It keeps on going until the 60-seconds time limit expires. It would be more fun and rewarding if the remaining time could be converted into Bonus Points or $ [as discussed earlier]. That way, players can use the added $$$ as advantage to beat the target in the next round.
The timer must be more visible. Honestly I thought there were no timers within the game window. The small bar at the upper right corner could be missed by anyone playing this game. I suggest a digital timer for this game. The numeric view of the time might add pressure to the gamers, but it would definitely add thrill and excitement in meeting the target on time.


The main character/ avatar in the game look a bit out-of-place in the “Treasure Hunter” concept. I suggest you make a feature after the Start Page for choosing a type of character to use [male/female, Indiana Jones/Lara Croft-type clothes, tribal, etc] and type of vehicle/machine [another point will be discussed later].
The vehicle/digging machine stays the same. It would be more fun if after earning achievements or points, you can choose to upgrade it to a much faster/stronger one. Some treasures, rocks or items could be too big and heavy. It takes time to pick them up. Sometimes, the machine fails to take the item, and player would lose precious seconds every failed attempt.
The pouch with random “gifts” is a good concept / feature. But it would be better if the consumable items from the pouches have a shortcut tab at the bottom of the screen, rather placing it right under the avatar. I found it hard to reach the dynamite while digging. It would also be better if the consumables are placed in a row of box spaces at the bottom of the screen, like in some MMOs. Usually, console gamers hold the consoles or gaming devices with both their hands, with the thumbs touching the controls. Normally, it would be more comfortable if the consumables, bonuses etc would be placed in shortcut tabs/keys either at the bottom [as mentioned] or at either sides of the touch screen.
It is challenging for each round to have different rock formations, obstacles, several pouches and higher-valued treasures. But I think a change of “soil” would be a good design idea too. Perhaps consider a change of color/consistency?
The concept of “Achievement Board” was discussed earlier. I think the game has one, in a form of “Museum”. But they need to include the information on each achievement/award that they can get from the game so that they will know what else they have to aim for aside from the target amount per round.
Added feature suggestion: After completing a certain “award” or unlocking an “achievement” in the game, a bonus round must be made accessible. The Bonus Round could be a different game than the regular rounds [time limited puzzles, pop quiz etc] Completing all achievements on the board entitles the player to unlock a special bonus game feature in the end.
Another added entertainment feature: add short flash videos of the adventurer traveling from round to round or celebrating per achieved goal.
Speaking of Bonus Rounds, players may get extra $$$ or consumables from these. If possible, they could get a faster machine or a part upgrade too.
The use of the shards picked up at a random round is not explained well in the game. What are these for? If the player has completed the shards [inserted in slots beside the troll-looking avatar], what will happen? I haven’t finished the entire game [reached only round 9] due to lack of time. But playing this game for an hour, I have failed to find out the purpose of the shards.

Conclusion
In conclusion, this game is great for passing time while waiting for something [be it a long queue, appointments, etc]. But, in order for this game to “boom” in the market, certain changes/upgrades/omissions must be done to suit the needs and wants of the gaming population. It’s a highly-competitive industry. The game must be addictive and very entertaining to break competition. This game has potential, just needs a bit of work.

Treasure Hunter 2011 version 1.1 is a game made by Shenzhen KooGame Technologies Co. Ltd. for iOS/Ipod Touchand iPhone.

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