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	<title>Comments on: dot Postmortem</title>
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	<link>http://www.ludumdare.com/compo/2012/04/23/dot-postmortem/</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
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		<title>By: Julian Ceipek</title>
		<link>http://www.ludumdare.com/compo/2012/04/23/dot-postmortem/comment-page-1/#comment-43402</link>
		<dc:creator>Julian Ceipek</dc:creator>
		<pubDate>Wed, 25 Apr 2012 14:54:02 +0000</pubDate>
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		<description><![CDATA[Thanks for your suggestions. As other people have already mentioned (both on my submission page and in person), helping people figure out the control system might simply involve making the speed/direction of movement more evident. I&#039;m still trying to determine the best way to do this, but one solution might be a non-repeating infinite background of planets you can&#039;t get to (or maybe future levels? hmm...).

Many players didn&#039;t recognize the significance of the arrow until they were already somewhat off target, and recovering from that can be quite time consuming, even for me. Maybe a future iteration will highlight the significance of the arrow if the player exceeds some time limit/distance from the goal.

&quot;Tap-Tap-Tap&quot; Space is a possibility, but I think it might discourage players from holding down space and letting go to travel faster, which is going to be an essential mechanic once I add more levels, even if it is possible to beat the game without it now.]]></description>
		<content:encoded><![CDATA[<p>Thanks for your suggestions. As other people have already mentioned (both on my submission page and in person), helping people figure out the control system might simply involve making the speed/direction of movement more evident. I&#8217;m still trying to determine the best way to do this, but one solution might be a non-repeating infinite background of planets you can&#8217;t get to (or maybe future levels? hmm&#8230;).</p>
<p>Many players didn&#8217;t recognize the significance of the arrow until they were already somewhat off target, and recovering from that can be quite time consuming, even for me. Maybe a future iteration will highlight the significance of the arrow if the player exceeds some time limit/distance from the goal.</p>
<p>&#8220;Tap-Tap-Tap&#8221; Space is a possibility, but I think it might discourage players from holding down space and letting go to travel faster, which is going to be an essential mechanic once I add more levels, even if it is possible to beat the game without it now.</p>
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		<title>By: joshimoo</title>
		<link>http://www.ludumdare.com/compo/2012/04/23/dot-postmortem/comment-page-1/#comment-42707</link>
		<dc:creator>joshimoo</dc:creator>
		<pubDate>Tue, 24 Apr 2012 05:35:13 +0000</pubDate>
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		<description><![CDATA[&quot; Going off on a bit of a tangent, I thought it was really surprising that some people who play dot get lost in space for up to 15 minutes while others play through the entire game in under 2. Hmm…&quot;

They probably did not figure out the control scheme.
The Instruction should probably be Tap-Tap-Tap Space, since that Is a much more effective method of moving.

The other possibility is, that the pointing arrow is not sufficient.
Since on first look, I taught it&#039;s awayFromTarget instead toTarget.

Btw great game :-)]]></description>
		<content:encoded><![CDATA[<p>&#8221; Going off on a bit of a tangent, I thought it was really surprising that some people who play dot get lost in space for up to 15 minutes while others play through the entire game in under 2. Hmm…&#8221;</p>
<p>They probably did not figure out the control scheme.<br />
The Instruction should probably be Tap-Tap-Tap Space, since that Is a much more effective method of moving.</p>
<p>The other possibility is, that the pointing arrow is not sufficient.<br />
Since on first look, I taught it&#8217;s awayFromTarget instead toTarget.</p>
<p>Btw great game <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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