Since the end of Gamescape, we’ve been spending the last week improving Super Nut Jump based on the feedback that we received.  Listening to players is the easy part.  The really hard part is figuring out how to actually use that feedback to improve the game.

So, we set down as a team, as we always do, and made a priority list of things to change or improve the game based on the feedback. One of the biggest issues we wanted to resolve was implementing better communication of the game’s rules and mechanics. These are some of the changes and improvements we’ve made to SNJ.

1. Visual Consistency

We made everything look consistent in terms of the UI.  Now, all the buttons and indicators (such as the game timer, the pause button, and the sound-off button) at the top of the game screen have a unifying style, while remaining aesthetically consistent with the look of the game.

2. Communicating the game

  • We now have bomb indicators so that people can anticipate where the bombs will drop.
  • The bombs no longer destroy the trampoline when it hits the squirrels. This way, it will be easier for people to discover the ability to bounce bombs back into the sky.
  • We made the timer more prominent, and also added touches (like making it pulse during the last ten seconds) to increase the player’s awareness of the remaining game time.
  • We added more prominent and different effects for when the squirrel lands on the trampoline, and when the squirrel lands on another squirrel. We hope that this will teach the player that there is a difference between the to landing areas, and that they should try to land on the trampoline for maximum effect.

We think these changes and improvements have already made Super Nut Jump a better and more fun game to play. Hopefully, you’ll like the changes, too!

New Blog-Post-Shot snj Old