Hello everyone! This one will be a fairly long one with a lot of info so buckle up, make yourself comfortable and let’s dive right in!
We have been analysing the current gameplay of Curve Fever Pro for some time now and we realised there are still things that we want to improve (gameplay wise).
Curve Fever Pro is a game about interaction, survival and pathfinding and currently, looking closely at the game we realised that we are not fully emphasising all these qualities.
We’ll also aim to make the game more accessible to first-time users. We feel like the Curve Fever Pro core gameplay should be easy to understand on your first try, and give a good feeling to the player regardless of the outcome (win or lose).
This led to our decision to test out some more gameplay ideas - some will be complementary to the existing gameplay, some might be more different.
For now, we’re mainly testing with the first match for new users. We have already started introducing some different concepts in the last updates:
- A smaller field - to facilitate more interactions;
- Faster matches - the goal is 150 points instead of 250.
Next up we’re planning on bringing back something similar to the bounty game mode we tried in the past:
Points on the Field
We have seen that the survival tokens are not very well understood (people either don’t make the connection between survival and the points received, or they don’t notice them at all). We want to replace them with points on the field that spawn when a player dies. These points will spawn in an area around the crashed ship (they will also slowly move in one direction and bounce back when hitting the borders). The goal of the player is to pick up these points before anyone else → this creates a reason to interact with other players.
When a round is finished, all remaining points disappear and the winner of the round gets one extra point/cluster of points.
Hopefully, this is easier to understand for new players.
We also want to give some **Curve Fever 2 vibes** to the game and have **random pickups** spawning on the field:
- green → they affect the player that picks them up;
- red → affects everyone except the one who picks it up;
- blue → affects everyone.
Pickups are easy to understand and they create a shared experience.
The pickups we will (most likely) add in the beginning are:
- speed → green, red and blue;
- slow → green, red and blue;
- thick → green, red and blue;
- mega hole (makes you ship take an extra long jump) → green.
This much-requested feature has been fixed and will be added to one of the upcoming updates. This means that if you get disconnected from a match or if you refresh the page you can simply rejoin the game you were in if the game is not over. Spectating will also be instant and you don’t need to wait for a new round to begin to see the match.
We're not really happy with how matchmaking works yet, so we’ll continue working on that. A big thank you to all who shared their matchmaking experience and feedback so far! As always it really helps us figure out what works and what doesn’t!
We’re currently looking into better algorithms that still have consistent and good speed but better quality than we have now. Hopefully, we’ll find something that works and implement it into the game in upcoming updates.