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Team members: Florian Bayer, Jason Janse van Rensburg, Georg Kohl

Game Downloads:

Windows: Google Drive Download

Mac: Google Drive Download

Linux: Google Drive Download

Milestone #1: Formal Game Proposal



Milestone #2: Game Prototype



Milestone #3: Interim Report



Milestone #4: Alpha Release



Milestone #5: Playtesting


Link to our Playtesting Questionnaire: Google Forms


Milestone #6: Final Release and Demo Day




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14 Comments

  1. What is your favorite aspect of the proposed game? Why?

    I like your vision about massive generated levels with puzzles because it creates a lot of replay value and possibility for competition among players.

    What is your least favorite aspect? Why?

    The puzzles are the core part of your game and should always be fun to play and solveable.

    You have to make sure that your puzzle generation algorithm is really good.

    Which single change or addition would you suggest to most improve the game?

    It might be better to have a set of scripted puzzles than to generate them randomly.

  2. What is your favorite aspect of the proposed game? Why?
    Puzzle generation is a really cool idea. If implemented correctly the game will be playable multiple times without the player getting bored on his second/third round. Having different kinds of puzzles also brings variance. Setting and visual style looks good.
    What is your least favorite aspect? Why?

    It was not clear how you would handle the enemies. The fighting feature seems out of context and feels "just there". The concept looks more like vacant space stations and the question rises: Where do the enemies come from?

    Which single change or addition would you suggest to most improve the game?
    You could think about various ways to integrate enemies and fighting with the core concept of puzzle solving, which will also improve the rougelike gameplay.

  3. What is you favourite aspect of the proposed game? Why?

    I like the idea of being stuck and exploring a spaceship in clean and science-fiction-like setting.

    What is your least favourite aspect? Why?

    It will be very hard to make randomly generated details of rooms look natural, as well as the whole ship layout (so that a player can believe that a space station might be built/designed this way). There's a high chance, that rooms will look generic and pretty much the same after several playthroughs, making it boring to play more.

    What single change or addition would you suggest to most improve the game?

    The core gameplay (puzzles/fighting) has to be very engaging and addictive to help players look past generic-looking levels.

  4. What is your favourite aspect of the proposed game? Why?

    I really like the combination of enviroment and genre.

    What is your least favourite aspect? Why?

    It's really hard to desgin good puzzles even without randomization. And I'm not sure if generated puzzles increase the replay value.

    What single change or addition would you suggest to most improve the game?

    I would like to see puzzles which take the enviroment into account. E.g. use of zero gravity, air pressure, puzzles about things you have to care about in a spacecraft.

  5. What is your favourite aspect of the proposed game? Why?

    I love the premade puzzles with procedural solutions. Even if you find the same Type of puzzle multiple times the solution would always be different.

    What is your least favourite aspect? Why?

    The shooter aspect looks kinda out of place. It feels like one half of you wanted to make a puzzle game and the other half wanted to make a shooter and you made a compromise to do just both.

    Which single change or addition would you suggest to most improve the game?

    You should try to integrate the shooter aspect better into the puzzles. Maybe they frop parts of Pussles or soution hints. You could integrate them like Portal did or add stealth puzzles.

  6. What is your favourite aspect of the proposed game? Why?

    Deterministic generation seems awesome, since I can share my puzzles with my theoretical friends.

    What is your least favourite aspect? Why?

    I think the boss fight at the end doesn't fit very well into your concept. It seems very detached from the whole puzzle-like setting of the earlier parts of the game.

    Which single change or addition would you suggest to most improve the game?

    Puzzle and procedural doesn't mix very well. Puzzles have to be very carefully designed, so maybe think about generating not the geometry itself, but rather other aspects of the game, like item and enemy spawns.

  7. What is your favourite aspect of the proposed game? Why?

    I like the idea about generating your levels procedurally. It really gives your game a lot of replayability.

    What is your least favourite aspect? Why?

    I don't like the idea about enemies, as it gives you a timed constrained solving the puzzles. You either solve the puzzle fast enough or you get killed by the enemy.

    Which single change or addition would you suggest to most improve the game?

    Instead of normal enemies, I would implement them as part of the puzzles. For example, Portal uses the turrets to hinder you from reaching certain areas until you eliminate them through clever strategic thinking.

  8. What is your favorite aspect of the proposed game? Why?

    I like the idea of a puzzle game in space. It reminds me of Portal.

    What is your least favorite aspect? Why?

    I don't think that procedural puzzle Generation will work out that well. Ensureing each puzzle to be solvable might be hard.

    Which single change or addition would you suggest to most improve the game?

    Integrate the shooter aspects/ the enemies into the puzzles like it is done in Portal.

  9. What is your favorite aspect of the proposed game? Why?

    Having puzzles to solve which change every playthrough sounds like it can keep the player interested for a longer amount of time, especially if there is enough variety.

    What is your least favorite aspect? Why?

    Generating solvable puzzles which also show a higher degree of difficulty will be a challenging task. The fighting mechanic should not put the player under too much pressure, otherwise the difficulty might be too high.

    Which single change or addition would you suggest to most improve the game?

    Make enemies static so they can either ba avoided or dealt with differently.

  10. What is your favorite aspect of the proposed game? Why?

    I like the Idea of having nested puzzles, single room puzzles and puzzles distributed over multiple rooms rooms. I also like that you want to make backtracking easy.

    What is your least favorite aspect? Why?

    Minigame puzzles might become booring/tedious after a short time.

    Which single change or addition would you suggest to most improve the game?

    I think you should try to make handcrafted puzzle rooms with some random variation.

  11. What is your favourite aspect of the proposed game? Why?

    I like the idea in general. The idea of different and ever-changing environments and puzzles. 

    What is your least favourite aspect? Why?

    By having puzzles and riddles randomly generated can become too complex or unsolvable for the player.

    Which single change or addition would you suggest to most improve the game?

    I think it is important to start small. Beginn with as little components as possible to realize a puzzle. If it works you can add complexity. Also, having an integrated "Hint"- tool that the player can use certain times could be also helpful for the gameplay and testing later on.

  12. What is your favorite aspect of the proposed game? Why?

    I really am a fan of good puzzle games like portal. Make sure the puzzles aren't too easy though.

    What is your least favorite aspect? Why?

    I am not really a fan of randomly generated environments which consist of segments. It usually almost seems as repetitive as a fixed structure. (Like the division underground dlc if you have played it)

    Which single change or addition would you suggest to most improve the game?

    Try to add lots of details to the random generator in order for the rooms to not look too repetitive. 

  13. What is your favourite aspect of the proposed game? Why?

    The general setting has much potential, because you are not limited by classic rules like earth-bound tombs or simimlar structures.

    What is your least favourite aspect? Why?

    Procedurally generated puzzles are really difficult to balance in my experience.

    Which single change or addition would you suggest to most improve the game?

    Try to focus more on the generation of a dynamic and connected map with various fixed (pre-created) puzzles inside the single rooms.

  14. What is your favorite aspect of the proposed game? Why?

    The rogue-like aspect of the game where you must come back to previous obstacles once you found the suitable items.

    What is your least favorite aspect? Why?

    It could be hard to procedurally generate coherent, complex puzzles.

    Which single change or addition would you suggest to most improve the game?

    Try to find a good balance between coherent puzzle design, complexity, and procedurally generating parts of it.