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	<title>Comments on: Dark Run (Jonathan Wright)</title>
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	<link>http://www.freeindiegam.es/2012/10/dark-run-jonathan-wright/</link>
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		<title>By: Porpentine</title>
		<link>http://www.freeindiegam.es/2012/10/dark-run-jonathan-wright/#comment-12938</link>
		<dc:creator><![CDATA[Porpentine]]></dc:creator>
		<pubDate>Thu, 18 Oct 2012 00:17:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=3861#comment-12938</guid>
		<description><![CDATA[ahhh fuck this is great]]></description>
		<content:encoded><![CDATA[<p>ahhh fuck this is great</p>
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		<title>By: Niteowl</title>
		<link>http://www.freeindiegam.es/2012/10/dark-run-jonathan-wright/#comment-12666</link>
		<dc:creator><![CDATA[Niteowl]]></dc:creator>
		<pubDate>Tue, 16 Oct 2012 01:01:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=3861#comment-12666</guid>
		<description><![CDATA[Loved the idea, REALLY love the evocative art work. I&#039;m not sure if there is enough information at the right time to make informed decisions, though, or maybe my reaction time totally sucks.]]></description>
		<content:encoded><![CDATA[<p>Loved the idea, REALLY love the evocative art work. I&#8217;m not sure if there is enough information at the right time to make informed decisions, though, or maybe my reaction time totally sucks.</p>
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		<title>By: nobody</title>
		<link>http://www.freeindiegam.es/2012/10/dark-run-jonathan-wright/#comment-12405</link>
		<dc:creator><![CDATA[nobody]]></dc:creator>
		<pubDate>Sat, 13 Oct 2012 15:19:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.freeindiegam.es/?p=3861#comment-12405</guid>
		<description><![CDATA[This has a really good feel to it, from the start giving you a strong sense that you&#039;re bit out of control. And the way the personal highscore notifications are handled is really neat. I do wish there were room for a larger sense of informed decision making, but that may just be a personal preference. It&#039;s already fun; I just think it could be more long-term engaging.

One more thought: Maybe there&#039;s more subtlety to successful play than I&#039;ve gleaned so far, but at the moment my series of score have been pretty erratic, my 2nd run being my best up until around my 10th. Playing a couple more times I&#039;ve not come close to that 10th run -- or even that 2nd -- and that leaves me feeling like I&#039;m not actually improving with further play, and that random elements might be a stronger determination of success, at least at this plateau, than any sense of skill. Chances are that just means I&#039;m &lt;i&gt;not&lt;/i&gt; skilled yet, but those erratically higher scores -- especially coming so early on -- make it hard to judge (and make me less likely to keep playing until I get more skilled). 

I wonder what it might take to specifically design for that sense of early progression, for the satisfying feeling that you&#039;re improving as you get a handle on things. One option, counter-intuitively enough, would be to make it significantly &lt;i&gt;harder&lt;/i&gt;, to make early, lucky longer runs significantly less likely.]]></description>
		<content:encoded><![CDATA[<p>This has a really good feel to it, from the start giving you a strong sense that you&#8217;re bit out of control. And the way the personal highscore notifications are handled is really neat. I do wish there were room for a larger sense of informed decision making, but that may just be a personal preference. It&#8217;s already fun; I just think it could be more long-term engaging.</p>
<p>One more thought: Maybe there&#8217;s more subtlety to successful play than I&#8217;ve gleaned so far, but at the moment my series of score have been pretty erratic, my 2nd run being my best up until around my 10th. Playing a couple more times I&#8217;ve not come close to that 10th run &#8212; or even that 2nd &#8212; and that leaves me feeling like I&#8217;m not actually improving with further play, and that random elements might be a stronger determination of success, at least at this plateau, than any sense of skill. Chances are that just means I&#8217;m <i>not</i> skilled yet, but those erratically higher scores &#8212; especially coming so early on &#8212; make it hard to judge (and make me less likely to keep playing until I get more skilled). </p>
<p>I wonder what it might take to specifically design for that sense of early progression, for the satisfying feeling that you&#8217;re improving as you get a handle on things. One option, counter-intuitively enough, would be to make it significantly <i>harder</i>, to make early, lucky longer runs significantly less likely.</p>
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