Today we released the latest demo version for Super Sub: World Cup!
It will likely be the final demo (before release in a few weeks). I already hinted at the previous demo release that many things were still changing and being improved, so let's see what happened!
What changed?
The UI was improved in many ways. To give some examples:
It skips non-essential screens so you can instantly get into your first game.
Some elements became larger, such as the scoreboard.
The right button is highlighted to notify you of, for example, upgrades being available (or where you most likely want to go as a player).
More ways to navigate the upgrade screen were added, such as bringing your mouse cursor to the edge of the screen to scroll that way, or Q and E to zoom in/out on keyboard too.
The first few matches were streamlined.
Lower and smoother difficulty curve for completely new players.
New elements such as shot accuracy are introduced later, one step at a time.
The main mode also received custom descriptions for each match, to set the mood but also prepare you for some new element thrown your way.
In general, the main mode---the first few matches any new player will play---became much easier and winnable in your first few tries. Fewer mechanics to get good at/figure out at once.
(The previous difficulty was a result of the classic trap of "the developer is much more skilled at his own game than the average new player and misjudges". Won't be making that mistake again. But hey, that's why we playtest.)
We applied the same lessons to later matches, though those are not included in the demo.
The demo content was adapted too. Now that the first few matches are much easier and more has been implemented, the old "cut off" for content didn't make sense anymore. We've kept a high number of modes and upgrades enabled, then limited the matches to only the first two. This hopefully allows players to experience the varied ways to play the game, without giving away too much.
A laundry list of tweaks and fixes across the board.
Better outline coloring to differentiate players. Also, unique outlines for different player types.
Better clock timing and upgrade order.
More feedback about what's happening or how things work.
Made upgrade explanations more concise, or reworded to prevent confusion. Example: Auto-Kickers became Movers. It solidifies the idea that the default players do not move, ever, that's the idea, while immediately explaining the benefit of this new type of player.
Also a goofy addition: hats! This was such a common request by players and playtesters that we decided to add it ;) Put them on your players for style points. They're simply part of the upgrade tree. We tried to give them a price that requires some work, but isn't so expensive that it's not worth it.
And some more technical bits:
Full controller support was added. The entire game can be navigated and played easily with controller, and dynamic key hints appear in the few places they are needed.
Steam SDK was integrated. (This does not change a lot for the demo, but allows e.g. achievements in the final game.)
Some nice debug tools allowed me to more quickly balance the game and find tiny issues.
For example: I implemented a "bot player" that will just randomly place players on the field and "play the game" on an automatic timer. This player very dumb, of course, and won't win most of the time.
But it allows me to just turn on the bot, record the screen, and spot weird issues that only appear because the bot is trying absolutely everything. (I wanted to do this since the start but never had the time. Now that I know how useful it is, I'll probably make this "QA Bot Script" first thing on every next project.)
Wishlist the game!
As I said, likely the final demo. The full game release is coming up soon. Achievements have been implemented, the entire bracket has been implemented, playtests/feedback have helped shape the game into something much stronger and more streamlined. it's all ready to go.
Wishlist the game if you're eager to enjoy this silly world cup :) Support us by sharing the word or giving feedback.
As a reminder, the full game will have
10 different modes
The full upgrade tree (6 branches, about 150 upgrades total)
8 matches of increasing difficulty (first group stage match to world cup final)
Localization
Many more countries to play as. (Which isn't just for show, in the Teamwork mode every country actually has a smalll special power.)
Full Steam integration (such as Achievements)
We're also considering a sequel and/or DLC to take this "Super Sub" game idea one step further, such as one with league play, different sports, or individual athlete attributes. This is very much just a nugget of an idea at this moment. Whether we make it depends on the success of this first installment, but we still wanted to share it.
Hopefully you join us in this adventure of releasing our first Steam game,
Pandaqi
