Working with Android

Is a pain in the ass. Well, when it comes to designing for multiple screen sizes, that is. This is the most important thing from the article, though:

Screen shot 2014-09-30 at 10.26.50 PM


Short Term Memory

So, I figured it was probably a good time to start looking into this because I completely overlooked it as I went on my merry way creating games. The research that was originally done into short term memory suggests that adults can retain knowledge of an average of seven bits of information for the short term, or between five and nine. It has been suggested, though, that more recently people are only capable of retaining four or five new ‘informative things’.

I took this test and turns out if I focus enough I can recall ten letters after seeing them briefly (for the last lot I hadn’t even finished reading the letters before they left the screen) the results of which are in this chart:

Screen shot 2014-09-21 at 4.05.44 PM

In any case, it may pay to shrink my kanji amount down to four per level for better retention, because users are having to learn the symbol, the meaning and the pronunciation all at once. This may actually be helpful in the long run though, as remembering information is easier the more you have to connect it to.

Short term memory can be extended through repetition or rehearsal, which is what my game is built on. Overall level sets will still be in ordered sets of twenty.

Atmospheric Music (or whatever)

I’m generally pretty bad with sound and for this game the Japanese pronunciation is much more important than any background music, but it’s something I’ll need to look into at some point. I’m not sure exactly what I want, so I’m going to toss a few sounds here that I like the vibe of and come back to them later when the mechanics and aesthetics are more cemented in place.


Still Alive

Crying for You

Space Harmony

Koto and Shamisen (might be nice paired with something else)



foggy Rice House Beat