Final report (all together):
What is your favorite aspect of the proposed game? Why?
The asymmetric gameplay where communication and cooperating are a core game mechanic, can be really entertaining when it is realized properly. Additionally, the design of the ship looks very unique and can support the theme of wizards and spell casting.
What is your least favorite aspect? Why?
I’m not sure if the wizard’s blind ship navigation only by listening to the apprentice is a fun game mechanic. If the communication works and the wizard reacts correctly, he will not see any sign of success as he can not see the environment. But if the communication does not work he can see a reaction as the ship gets damaged. This means the wizard only gets negative feedback during the entire process and this can feel frustrating.
Which single change or addition would you suggest to most improve the game?
To improve this situation you can consider distributing the tasks and the resulting gameplay differently for both players. But finding a good task distribution requires testing and mostly depends on how the different tasks a realized in the game.
What is your favorite aspect of the proposed game? Why?Asymmetric gameplay is a really cool feature. This also allows different playthroughs and the communication between the two players bring and additional layer to the game.
What is your least favorite aspect? Why?The wizard gameplay can get really boring if he does not have to maneuver most of the time while warning for the obstacles.
Which single change or addition would you suggest to most improve the game?The game needs good balancing to be enjoyable by both players. Making the game fast paced should be a priority for this reason.
What is your favourite aspect of the proposed game? Why?
The concept of having one blind player manoeuvring with the help of an other player is pretty neat.
What is your least favourite aspect? Why?
On the other hand, there needs to be a reward mechanic for the wizard. I don't think the visual clues will be enough to reward right manoeuvres.
What single change or addition would you suggest to most improve the game?
Maybe introducing a score for the wizard is already enough to motivate him. E.g. points for long periods without hit, close manoeuvres etc.
I like the Idea of one player being under deck and controlling the ship while the other player needs to play as the "eyes".
I have the feeling that the Graphical view of the wizard could become quite boring because he has no visual feedback over the location of the ship.
Maybe you cold create a "mystical" view of the storm the ship is flying through but without the obstacles. That way the player would still see that something is happening but would not see the important obstacles that would need to be communicated via the other player.
The importance of communication is great in this game. Since every player only has a partial view of the world, they are forced to become efficient communicators.
The game seems kind of undecided between minigames and real-time events. It seems like this could take the player out of the moment or screw up the timing/flow of the real-time events (repairing the ship, moving etc.)
Since communication is such a key part, I would remove the unconsciousness mechanic from your game. It seems weird that it only affects one of the players.
I like the idea of the asymmetric gameplay that puts communication between the team members above all else. This will allow for different playthroughs and very individual challenges for each character.
Currently your game concept sounds very unbalanced, where the apprentice has a lot to do and can teleport around the ship, while the wizard must look out of a distorted window, cast spells and tell the apprentice on what to repair.
I would balance both character to have an evenly fast paced experience. Maybe give the wizard the ability to repair parts of the ship, by letting him teleport around the locations of the ship, but because he must use magic, he cannot see more then the parts of the ship. In return, give the apprentice the ability to charge the magic for the wizard, so he can destroy dangerous objects. This gives both sides moments, where they cannot go after their normal task and might make the gameplay experience more intense.
The idea of the asymmetric gameplay is really cool. If done right, this can make for a great experience for both players.
I still think that the wizard might sit around doing nothing while the other player has to run around to check for possible threats. Also that strage beard thingy on the ship looks super weird.
Add visual feedback for the wizard if he gets too close to a hazard and it he successfully avoided one.
Asymetric gameplay is hard to balance but really fun to play
I dont like that there is only a single way to react to every hazard. At the start it is easy to learn this way but after some time it might get boring and could feel as if you just push the right button.
Bigger range of interaction possibilities with the environment. Make the player feel that it is really his decision to react in any way, not the set rules of the game. Of course you should do this only after you already have a working game.
Asymmetric gameplay that ensures cooperation & communication between players due to their incomplete knowledge about the environment.
Although it encourages communication between the players, I’m not sure if steering the ship is fun when you don’t see where you go.
You could allow the wizard to see more of the environment and only temporarily impair his view (e.g. dirt on windows). Until the view is clear again (either through spell casting or the apprentice doing something) the apprentice would still have to guide the wizard through the storm.
I like the cooperative gameplay with asymetric roles where both players depend on each other.
The players should not be restricted to only a few fixed locations.
You could add smaller spells either player (or both toghether) can cast to protect the ship. Casting these spells would take some time so player have to decide between preparing the ship and reacting to to the environment.
I really like the fantasy setting of the game. There's a lot of potential in the visuals of the game, if you can nail them it will be awesome!
I am not sure about whether the players both have equal amounts of work to do, make sure that no player is idling.
Make sure there are plenty of coop interactions, a coop game that's basically just a shared world is not that fun if you can't interact.
the proposed skill based ship steering mechanic sounds fun & engaging, as opposed to a classic vehicle controls
the apprentice's jobs should also have fun mechanics
find a better explanation as to why the wizard can't see where he is going