Bootstrapping Pixza
by kishore
We are delighted to have the very first review of Pixza on the web via Web.Appstorm! We have been slowly working under cover over the past few months, fine tuning the system and working with our most awesome beta testers to iron out major bugs and niggles. It’s an ongoing process, and finally we are ready to slowly launch Pixza. Let’s share with you some of the stuff that we have been working on over the past month or so.
User interface tweaks
We have made loads of little tweaks to the user system, and the core game design. Pixza, being an original game means that sometimes people tend to be a little lost when trying to figure out what’s happening in a game. We have been working on subtle UI hints to the users, so that the game is a little more intuitive to play.
One major change is to the super pixels menu. Initially, we had large icons and each menu screen contained only four icons. This is fine for level 1 (in which you begin with four super pixels), but as you progress through the game, you gain more super pixels and eventually a lot of our beta testers found the super pixels menu incovenient (they have to manually click on the arrows to navigate to the next set of icons in the second screen and so on…). The speed of the game, and its competitiveness meant that this was significant time lost for the players during a game. So, we have now enlarged the size of super pixels menu, and have also made the icons smaller. The current screen will fit 21 super pixel icons, and it should be more than enough atleast till Level 10 players. In future, we will be bringing in the ability to arrange these icons in your order of preference.
Another major change to the core game design, is the introduction of Pointers. We have had the in-game chat screen for a long time, but everyone wanted a way to convey messages tied to a specific area of the game. Stuff like “Let’s form a wall here”, and “Move these pixels into the watermark”. Using the co-ordinates and chat screen was too cumbersome for this. We decided to introduce the concept of “Pointers” as an ad-hoc manner through the form of a super pixel, which can be purchased from the store. Due to its resounding success, we felt that it must be a core UI component, and have thus moved it into the game’s menu bar. We really encouage teams to use Pointers to communicate, as it definitely brings about order and strategic game play.
New levels, new super pixels
We now have upto Level 5 in Pixza. Some really exciting super pixels to unlock on Levels 4 and 5. We have also lowered the barriers for progressing up the levels. From our experience, discovering and using new super pixels is one of the most fun aspects of playing Pixza, and we want to build Pixza around this idea.
Stay tuned
With the core game stable, we are now turning our attention to other areas of the game. We plan to keep adding more feature and surprise elements. We also want to write on this blog more often, and offer you some insights on what happens behind the scenes! Currently we have our hands tied up with development and marketing work. We will shortly put together some development notes to share with you.
You should follow @pixzagame, if you haven’t already, that’s the easiest way you can keep up-to-date with all the stuff we’ll be cooking up!
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[...] This post was mentioned on Twitter by Kirk Bateman, Pixza. Pixza said: Bootstrapping Pixza : http://pixza.com/blog/2010/05/29/bootstrapping-pixza/ [...]