Dive off a skyscraper. Spraypaint buildings. Flip off protesters. The jumps you make off buildings floating above Boston, Massachusetts are all about style and timing. You perform stunts, weaving around the bustling City for points, making split-second decisions: do you snake around those girders to earn a dozen "kisses," or glide along the side of that steel super-skyscraper for massive "hugs"? AaaaaAAaaaAAAaaAAAAaAAAAA!!! then throws in the spectators — as you fall, give fans the thumbs-up and protesters the finger.

Report article RSS Feed Aaaa... AAaa... AAAa... AAAAlpha Feedback was... Good?

You've released your alpha demo. You have 20,000 users telling you what to do. What do you do?

Posted by dejobaan on May 30th, 2009

The few weeks since we released the public alpha test demo have been very exciting for the team over at Dejobaan. Twenty thousand users have downloaded the alpha, and several times that many have visited our website. If you aren't one of them, go here now!


As you might have read in past dev diary entries, our goal with the alpha was to improve the graphics also evolve the gameplay. What do we do now?

Step 1: Listen to the Overall Buzz
From Twitter:

  • "I hope @RoRoDejobaan wont be too upset at me being shamelessly "inspired" by aaa. I mean I really am inspired. To make my own falling game."
  • "Just finished aa... In that final bit you managed to get a perfect mixture of awesome. I love it. And this is just the alpha."
  • "@RoRoDejobaan UBER congrats on the alpha test!"
  • "Dude, the game is stupidly fun (and I love the UHF reference!)


From Facebook:

  • "NICE. You are getting some great popularity. Keep it up.. er down. And fast."
  • "Extreamly good game. And its only just a Alpha. So will done u guys are great. Aaaaa one of the best game i have played all year"
  • "The friends I make on facebook are not about social networking, they are about a reckless disregard for ****ty monster budget AAA titles."
  • "i have accomplished the alpha test master. i'm waiting for your orders."


Slashgamer (/gamer) interviewed us at the Independent Game Conference East, over at Northeastern University. It was there that AaaaaAAaaaAAAaaAAAAaAAAAA!!! - A Reckless Disregard for Gravity had its first grand exposure to the public:

  • "There were about ten groups showing off their work and out of the ten I found two developers that I felt had something unique in their games. The first was Ichiro Lambe Founder/ President of Dejobaan Games..."

Not too bad. Let's hope, when they post the interview, we look good. So, what are the users saying? Here's a conversation from N4G:

  • "[The name is] either a very smart move, or very stupid, in terms of PR."
  • "just can't see it myself, plus it is a stupid name regardless of whether it grabs your attention or not. "
  • "You're kidding right? I know god knows how many people who try to get as high as they can in FPS and even WoW, just to jump off... over and over again..."
  • "Surely it ought to be called SsssSsSSssHHHhhhhHhhHhIiiiIHi iiIIiiiIIiiiIIIIIiiiiTTtttTTTtt tttTtttt!!!! as that's what most people tend to exclaim when base-jumping "

Oscar Wilde once said, "The only thing worse than being talked about is not being talked about."

Step 2: Listen to Repeated Suggestions

We also asked players who finished the alpha to comment on our blog. In game dev, sometimes the most useful comments are about the little things:

  • "Biggest problem that springs to mind right now is that there's no quick way to retry a level after you fail."
  • "A retry button when you fail/win would help immensely."
  • "Oh, and it definately needs a "Retry" button/hotkey rather than renavigating the menus."
  • "I'd like to see a much quicker way to retry without having to go all the way out."


When a third of our feedback all tells us the same thing, and it makes sense to us, it's something we're going to add. Similarly, we originally left the menu controls rough, because, well, it was an alpha. Ichiro admits that this may have been a bad idea:

  • "The control in the MENU. I just want suggest you use the normal WSAD/Enter."
  • "make enter,escape and arrow keys the buttons used fa menu navigation"
  • "I'd recommend letting somebody used the mouse only to navigate the menus. "P" to play is kind of weird."
  • "The menu controls should be unified with the game controls."
  • "Improve the menu controls (use WASD and Mouse)."
  • "make mouse support in menus instead of arrows keys and p to play."

Oops. People though that we left that in because we sucked at UI development. However, most users seemed to like the theme of the game:

  • "I really like the anti-hyper-consumerism(and anti everything) flavor of the game and think you could bring it out in the levels more."
  • "Not only do the floating ads have a very sci-fi-ish feel to them, the style behind them really sells the semi-hemi dystopian future that I suspect is the idea here."
  • "[The] implications of a culture where saying "You'll buy whatever we're selling" and slapping a girl with nice breasts* on an ad would actually work is perfect."
  • "I love the ads. Let me just say that."
  • "I personally don't like the futuristic scenario, so some bonus levels for diving off a "realistic" mountain/bridge/building would be awesome."

Not everyone's cup of tea, but we got many more thumbs-up than calls for something different. And take a look at the last comment -- even though it wasn't his thing, this is the kind of feedback we're looking for! So, what's next?

Step 3: Build the Beta. Make People Happy.
Small order, eh? It's 2:47am, and I haven't slept in a while. Penguin steak. Molybdenum. Ruth Bader Ginsburg is my sexy fries.

Post comment Comments
ninjadave
ninjadave May 30 2009, 11:45am says:

I loved the alpha too. I know this sounds crazy but I'd actually like to see some even tough levels. The alpha 'mountain' level was a little difficult at first, but after the 2nd or 3rd try I could ace it.

In fact, on the last level of the alpha I was eager to go through the map because near the bottom I saw hundreds of red squares. When I found out they weren't separate buildings, I was a little disappointed. Either way I'm overly satisfied with the design of this project and I much look forward to a beta.

+2 votes     reply to comment
Armageddon104
Armageddon104 May 30 2009, 12:38pm says:

The alpha was teh awesome! :D

+1 vote     reply to comment
LaughingMan
LaughingMan May 31 2009, 4:32am says:

wow...
a 4chan reference...

+1 vote     reply to comment
bomblol
bomblol Jun 3 2009, 11:19am replied:

I know, I hate it too, but if you live on the internet, you're going to have to get used to it. It is indeed unfortunate, but the time for change has long since passed

+1 vote     reply to comment
ChestyMcGee
ChestyMcGee May 31 2009, 7:33am says:

Downloaded the demo but it crashes as soon as I try to launch it with the error:

"Invalid pointer or handle in"

+1 vote     reply to comment
DuckSauce
DuckSauce May 31 2009, 10:52am replied:

it's a alpha.. not a demo!
If you're running vista and are an administrator, right click the .exe file and choose Run As Administrator, this should make it work :D

+2 votes     reply to comment
StonedMonk
StonedMonk May 31 2009, 2:47pm says:

Love you guys :D waiting for beta!

+2 votes     reply to comment
BRKNnode
BRKNnode Jun 1 2009, 7:28am says:

loved the alpha...:D. will get beta/full version when released

+2 votes     reply to comment
hideinlight
hideinlight Jun 2 2009, 8:25am says:

Parachute looks weird when you look up, premature parachute deploy is a problem, wish I could "undeploy" it and kill myself. Would be alot quicker.

After a level if I know I haven't reached my disired goal, but still want to check how much I scored, I don't want to wait too long for the score to pop up.

+2 votes     reply to comment
bomblol
bomblol Jun 3 2009, 11:20am says:

What was the UHF reference? Granted, I've only seen it once or twice unlike it's cult fans, but I still am surprised I didn't notice it

+1 vote     reply to comment
Hob0
Hob0 Jun 3 2009, 3:02pm says:

Alpha was probably one of the most fun things I have played in a long time.
Can we have more now please :)

+1 vote     reply to comment
Trestkon
Trestkon Aug 11 2009, 9:22pm says:

-moved to main page-

+1 vote     reply to comment
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Aaaaa! -- A Reckless Disregard for Gravity
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Release Date
Released Sep 2, 2009
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Aaaaa! -- A Reckless Disregard for Gravity
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GameStudio A6 / A7 Commercial Released Aug 10, 2007
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Dejobaan Games, LLC
Dejobaan Games, LLC Developer & Publisher with 10 members