- Joined
- Mar 14, 2017
- Location
- UK / Switzerland
I think they have some good and original ideas, but they just need to put them through a more rigorous process to filter out the stuff that players won't like in order to end up with something that will work.
I find that a lot of their slots don't really lead the player through the story very well, or do enough to inform the player during play where the big money is or what they should be looking for to achieve something. The Big Money Bass games are a prime example.
There's a fair bit of 'trying to reinvent the wheel' with even some of the most basic and fundamental slot mechanics, ones that have evolved into what they are over the years because they work the best. Things like Twisted Toy Tales where the Chucky symbol drops down and blocks wins off - that's just plain annoying and should have been binned early into the design in my opinion. Showing the player money and then taking it away is just a big no-no as far as I'm concerned.
The Scatters Matter slot - you can't fault the presentation and there's a good game to be had out of that concept but I feel it's just a bit clumsily executed. The grid doesn't need to be that big; you've got diamond symbols acting as blockers all the time because the collector symbol never shows up, and if it did there would suddenly be less than 4 diamonds on the screen on that spin. You could do all that in a 6x6 or even 5x5 grid so it doesn't look contrived. The bomb symbol doesn't stand out enough when it appears. Even from the start you've got a massive player-perception hurdle to jump over in the sense that 99% of grid games pay wins for groups of symbols, yet this doesn't, so the player has to put up with seeing that every spin, but all they're looking for is a single 1x1 collector to land. It just feels like it wasn't thought through properly from the start but they ploughed ahead with it anyway.
It feels like they need to engage with players more early on or have people with a long history of designing/playing slots on the team to help shape their products and mould them into something feasible from the early concept stage.
There should probably be a separate thread for RAW slots so we don't clog up this VS Battle of Slots thread all the time!
The Ave Caesar game (since the maths change) and Popeye/Shinobi are genuinely very good slots though in my opinion.
I find that a lot of their slots don't really lead the player through the story very well, or do enough to inform the player during play where the big money is or what they should be looking for to achieve something. The Big Money Bass games are a prime example.
There's a fair bit of 'trying to reinvent the wheel' with even some of the most basic and fundamental slot mechanics, ones that have evolved into what they are over the years because they work the best. Things like Twisted Toy Tales where the Chucky symbol drops down and blocks wins off - that's just plain annoying and should have been binned early into the design in my opinion. Showing the player money and then taking it away is just a big no-no as far as I'm concerned.
The Scatters Matter slot - you can't fault the presentation and there's a good game to be had out of that concept but I feel it's just a bit clumsily executed. The grid doesn't need to be that big; you've got diamond symbols acting as blockers all the time because the collector symbol never shows up, and if it did there would suddenly be less than 4 diamonds on the screen on that spin. You could do all that in a 6x6 or even 5x5 grid so it doesn't look contrived. The bomb symbol doesn't stand out enough when it appears. Even from the start you've got a massive player-perception hurdle to jump over in the sense that 99% of grid games pay wins for groups of symbols, yet this doesn't, so the player has to put up with seeing that every spin, but all they're looking for is a single 1x1 collector to land. It just feels like it wasn't thought through properly from the start but they ploughed ahead with it anyway.
It feels like they need to engage with players more early on or have people with a long history of designing/playing slots on the team to help shape their products and mould them into something feasible from the early concept stage.
There should probably be a separate thread for RAW slots so we don't clog up this VS Battle of Slots thread all the time!
The Ave Caesar game (since the maths change) and Popeye/Shinobi are genuinely very good slots though in my opinion.
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I'll go and set up the 'RAW Appreciation' thread now then


