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Curve Fever Teaser

Here it is, our teaser trailer!

In this teaser trailer we focussed on the experience first time players have with our game. We wanted to stretch the fun players have playing our game, and also show the new looks of the game, that will be avaiable for beginning players.

We also have great ideas to increase competition and diversity in the game, but that will be shown in a later trailer. You can read some of those ideas in our blog: http://curvefever.com/blog or on the Curve Fever 3 forums or on curvefever3.com

I hope you can recognize your first experiences with Curve Fever and how much fun it is to play Curve Fever with your friends. That is the message we want to bring with the teaser.

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Nice logo choice, makes it look like an upgraded version of cf2. Good job!

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Q3 2016? I thought it was coming out this month...

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We wanted to be safe with our announcements this time. Q3 I am very convinced we can deliver the product


 

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So the game won't be released this month? As you first announced

 

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that is correct


 

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So in cf3 you know exactly when you will jump? all in same time? that's not good idea...
How can we make tight camp if we have that 'heads' , is it possible to remove that skin(to have nothing)? 
Will you advertise cf3 to make it more popular, or there will be 90% players from cf2, it would be good if you close cf2 then... you will split players and we will wait even more to play one normal game...
Btw Levels and avatars are nice idea and it looks Dirol on video!!
 

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The snakes are Crazy xD so Awesome Idea very nice Job, but i thought its funnyer so its a little bit more colour and Fantasy in Cf3 as in Cf2 its a Bad upgrade

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@kizza jumping: Well spotted! We think it will create a new skill the pro players can try to master. They can cover lines by timing their holes well. I think it is very interesting!

Thanks for the nice feedback


 

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Schade, dass es den Teaser noch nicht auf Yt gibt.

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when it gets published ???

cf3  looks really good Smile

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RIN Biggrin

go to Tobi

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ok that's what i was worried about ... total casual game Sad

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@volpex no, ooooh nooo! Curve Fever will totally not be a casual game. In the last meeting the team wsa even worried it might become too hardcore.

But in this teaser, we focussed on bringing you the new look. So many of the hardcore featurs are not there yet. For example we arethinking about High Stakes Quick Play were you put in coins in a game that the numbers 1 and 2 will win. Also, the snakes are different for everyone. Pro's will have nice and tiny snakes, without a big 'skin'


 

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What do you mean by "Pros will have nice and tiny snakes"?

Does it mean that people will have different snakes in the same room? Then it will be easier for pros...

Or will you base it on the room average rank, ie the snakes are thinner if the room is better? For me that would be a good idea.

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Sometimes you see when people are digging their own grave..

Don't go that far, people aint gonna like this.
Just don't.

 

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We don't go only skin based CF2. It will be much more. We are still working on secret parts of CF3, but CF3 will definetely be more hardcore than CF2

Thanks for your concern though, it shows you care!


 

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Sorry guys, but this looks terrible. How can you play thin or speed with those "things" on your head? The hole system doesn't look good too (also maybe it's just the film but the game seems to be slow and not smooth)

.

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You will probably be able to turn the heads off. And the hole system is just in testing to see if it works. It will be changed and made more suitable.

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@zzz, we want beginners to enjoy the looks of Curve Fever, and the pros to be able to play their best games. And we understand you need a different snake than the beginners. So no problem their, your wishes will be heard in CF3


 

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This looks a bit like the end of pro gaming in Curve Fever. The lines are too thick, you can't see your head anymore because it's some freaking dragon or octopus... even the holes look different. This will turn the game really into some casual game.

However, I think it will boost the popularity of Curve Fever because of the more casual approach and it could be successful. It won't be the old game anymore though and I believe that some players from the old fanbase will stick to the old Curve Fever.

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@genius Making CF more popular is one of our goals. But I think that 90% of CF2 players will like CF3 more, as on the pro level, you will get some nice features. Smaller snakes and timed holes are great things we are thinking about right now.


 

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Agree with the comments above. Please don’t abandon the CF2 skills that players who actually like this game earned. The heads look Dirol but rather over decorative, maybe give people an option to hide the decorative heads in some sort of settings. Keep the hole system from CF2. I like how the curves start, gives people some time to look around the map. Also like how powerups appear in the beginning. The drop rate for fat items seems way too high though. But overall it looks really nice visually Smile

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The holes atm are just every 2 seconds, for us to test them. They will obviously still be changed ;)

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Thanks for the nice remarks about the visuals. That is what we have been working on first. If people find the heads too difficult, we will make an option to turn them of. But first we will see how people will react to it.


 

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Looks awsome can't wait to play it I-m so happy

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I wasn't going to post because I don't want to be like my best friend that has been ip banned for 6 months because of a forum post, but i'd hate to see this game make the same mistake runescape did.

 

I can really tell you developers see this game as a business, because you really have no creativity at all. It looks to me like you are capitalizing on making the game look "cool". Idk about the rest of the users but if I wanted to play a game that looked cool, I would play xbox not an online snake game. What draws me to this game, is the competitive aspect and training to be the best, and win tournaments. Stop changing the already good game, and capitalize this and give people a reason to get better and this game will be successful. I see no effort at all to make this game competitive especially with the awful quickplay system you are talking about.

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@ nitrogen, I understand that, after watching this trailer, we are only investing in visuals. I can tell you, that some really nice features are coming. One of them you can see in the video, and that is timed holes. With timed holes pro players can learn a new skill, and that is jumping over other snakes! I think that is pretty cool.


 

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It seems like your targeting this game towards kids in school, yet everyone on the forum who gives you advice for the game are those that enjoy to play this game in their free time outside of school on a more serious level. 

My opinion:

Improved Competition  > Making the game more casual than its current state

Improved Smoothness and Playability > Improved Design

If the game is too casual then people will just play 1-2 games with their friends and move on to other casual games. Competition is what keeps people hooked in for good.

 

 

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@incred, People playing CF2 1 or 2 times is one of the big problems for CF. We will invest heavily in retaining the players. Competion is important to retain players for the long run, but not on the short run. To retain players on the short run we want them unlock cool content in the game, that has an impact on how the game is played. I can't go into too much detail now, but I think that the competitive players will be very pleased with what we have in store for CF3


 

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I agree with Incred and Nitro. Competition gives people a long-term motivation and keeps them playing, trying and training. When I look at this trailer I just see some casual game inlcuding snakes with funky dragon heads. There are millions of casual games, why should people play this game? They won't play only because they get to control some "cool" looking snake. Furthermore, I really don't get the whole idea behind forcing players to play with items they didn't chose or don't even like. You can't force people to like certain items and if they get tired of them they will stop to play your quick play stuff. I can guarantee you that.

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Awhile back I made the suggestion that there should be at least five agreed-upon (by the community) powerup sets within quick play. You'd obviously have a different rank for each of the 5 different powerup sets, but it'd make for a nice, comprehensive stats page for each player. Just by looking at a players stat page you'd be able to identify their strengths and weaknesses which  would be good for aspects like clan recruiting. Also to spice things up a bit you can make a temporary "monthly" powerup set within quickplay with unusual items and whoever obtains the highest rank by the end of the period receives an exclusive title.

I find it so much better than everyone picking their own powerup within quick play. It'd be way too easy to troll. For example, if everyone chooses thin, but someone hates thin and gets mad so decides to choose blue eraser than you have a never-ending game...

 

 

 

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@ incred I understand that you want to play certain sets in Quick Play. However, to increase gameplay depth and variaty, we see more in our first option, by people selecting 1 powerup. It is up to us to fix loopholes in the system, for example with the blue eraser.

 


 

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How about being forced to choose from 2 predetermined power-up sets available to you. So one game, the two options might be special or thin and then another game the two options would be red speed or thin/corner?

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But your idea might be better. It would make for some interesting powerup combinations and no one would feel left out in the decision making process.

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Also, since team is not going to be in quick play when CF3 is released we are going to have the same problems that we have currently in CF2 which are just too annoying to handle. Problems include taking forever for games to fill up [can take over 20 minutes sometimes - seriosuly], people purposely playing against weak opponents, people avoiding stronger opponents. This will continue to make ranks meaningless which isn't what we want.

 

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@incred, Team play will be much more accessible to the players. Everyone will be able to create teams and to select powerups. This will make the pool of poeple that will play Teams much bigger. I am not at all worried that teams will starve to death.

The reason that we don't put teams in quick play from the start, is that we have to make choises what will be in our porduct when we release. We simply can't put everything in there. Eventually teams will get in CF3 quickplay!


 

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So when teams finally get in quick play are you going to have to reset the leaderboards for team?

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That is very probable


 

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I have another question. Can't you really move anymore at the start in Curve Fever 3? One of the opportunities to invade your opponents camp or to create a bigger camp for yourself is the ability to fly at the start before everyone starts to draw lines. From what I can see in the teaser this is not the case anymore. Doesn't this mean everyone is very dependent on where they start on the map? Because they can't fly away anymore.

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fly start is still there. I agree with you it is an important feature and I am glad to be able to tell you that it will stay!


 

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Nope, that's not nice.I looks like a game for people in the lower classes like 8 years old. Too many colors, too many irritating frames and little colored pictures. Even if the game play surely will be good, i think this wont have the calm rational curvefever feeling anymore...

 

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Alright, well first off I agree with what Incred, Nitro, and Genius had to say above.

Personally, I'm not a "fan" of the new animal designs. It really only makes the game more appealing for kids under the age of 12~.

 

With that being said, there HAS to be a competitive side to CF3 and especially without these snake heads. Also, making the snakes have predictable holes is a really bad idea for competitive play. The predictable holes are just going to make every game predictable and there will not be much variation in the game. Ex: in CF2 when you attack a person's camp they can either make 1000 holes, 0 holes, a few, a hole that "baits" you into making a bad turn and etc. If you ALWAYS make holes every 2seconds it's just gonna make the game simple and rather boring for competitive play.

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I really like incred's idea about different ranks for individual powerup sets/ team/ and 1v1. Maybe make it like a sub-categorial rank (is that even a word?) so you cant level up without having a certain rank total. Meaning, to obtain that level up, you have to rank up in all game modes and have a high all around rank to advance in the rankings. That may make me choose to play it, instead of forcing me. If im going to be forced im just not going to play it. Whatever you chose for the ranking system make sure its extremely hard.

On the topic of predictable holes becoming a new skill: If you implement predictable holes, you are getting rid of a very important positioning skill. When you are sealing a camp and somebody is attacking, you have to expect bad holes. There is a lot of skill in positioning yourself, so you are always protecting the biggest space no matter if you make a hole or not. That is a problem a lot of players have is overextending, and somebody taking advantage of a lucky hole and stealing the biggest space. Random holes actually create many opportunities for many different skills, that wouldn't be good to take away. Again keep cf2s game mechanics.

With all these things being said, im glad to see you showing you care by positively reading and responding to our posts and I apologize for the stress but it will pay off. I can see that you have put a lot of effort into coming up with these ideas and maybe I was personally a little harsh. I am extemely happy these comments are being posted now, rather than after your launch date. I also really do like the layout you have for the game, it looks very clean and user friendly and the colors are defenitely my favorite part. If you stay motivated and keep up the passion you show here, I am sure you will be successful not matter what you decide to do.

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@ different ranks: We have to start somewhere, and on release we rather keep it small and compact, than overextending. So that is why we go for 1 rank in the beginning

@predictable holes: These are some fair points. But my experience with predictable holes, is that it is NOT easy to close a camp. or to jump over other holes. I really see this only applicable for the best of the best of the players.I want to give it a try, but if people don't like it, we will change it.

@caring: Thanks for the nice words!


 

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Looks good *good* !

I look forward to trying out *preved* !

The one and only.
▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
~~~ SHUT UP AND ENJOY THE HARDCORE ~~~
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Just out of curiousity, how is the smoothness of the game in CF3 compared to CF2? Does it feel more fluid and easier to control in general? I see those in the teaser making a lot of noob mistakes and I'm not sure if it's just because they are horrible at the game or that the curve isn't consistently smooth.

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Hey, it is becaause those players are horrible at the game. The smoothness is, off course a high priority for us, but it is too early to do benchmarking. Our goal is to make it smoother.


 

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Will there be achievements? I find that to be an aspect that you could really benefit from expanding, because it's such an easy carrot for players to continue playing. Players could try and collect all achievements, and get new abilities/skins when unlocking them etc. I would like to see the achievementboard from cf2 doubled, with more exciting challenges!

I'm gonna open one

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Yes, there will be, eventually.


 

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I realise many have criticised this before me and that you're trying to make the game cuter and more friendly, but do not go with that made-for-5-year-olds style as default. It will be counter-productive to your intentions. My 7 year old niece plays games that look more mature than that, not trying to be offensive.

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