Seitenhierarchie
Zum Ende der Metadaten springen
Zum Anfang der Metadaten

  

Downloads:

Executable and source files

Project Notebook

1. Milestone: Game idea pitch

2. Milestone: Game Prototype

3. Milestone: Interim Report

4. Milestone: Alpha release

5. Milestone: Playtesting

6. Milestone: Final Release


  • Keine Stichwörter

8 Kommentare

  1. Game Critique
    1. What is your favorite aspect of the proposed game? Why?
      The idea of manipulating the terrain in your gameplay sounds great. I find it exciting to see how you will manage to give the player the freedom to manipulate the terrain and still make well-balanced levels. Also, the different surfaces can be certainly a lot of fun.
    2. What is your least favorite aspect? Why?
      To have a three-dimensional world could be really challenging in the end, especially in the planning mode, where you need to determine how the player will slide in the action phase.
       I am sure it is doable, but I think you need to add some system to show the player the slope of the terrain and the characteristics of it.
    3. Which single change or addition would you suggest to most improve the game?
      One additional feature could be adding dynamic terrain. Maybe that you can have something like a mudflow to fill some valley or that you can use the terrain to destroy the towers of the enemies. It could be also used to solve some riddles in the map.
  2. Game Critique
    1. What is your favorite aspect of the proposed game? Why?
      I really like the idea of manipulating the terrain in 3D. Especially in 3D this gives the player lots of freedom and possibilities to use his creativity. So different people might come up with different solutions for the same puzzle, that maybe not even you developers have thought of. I could even imagine a sandbox mode to be fun with this mechanic.
    2. What is your least favorite aspect? Why?
      The aspect, that I do not like as much, is the strict division into planning and action phase. Especially since "high speed puzzle solving" is a point in your big idea bullseye. I think having this "creator" view in the planning phase and only being able to use your gadgets in the action phase might not be as much fun as your game could potentially be.
    3. Which single change or addition would you suggest to most improve the game?
      I would really like to see some kind of terrain manipulation in the action phase. This would enrich the gameplay experience and introduce another mechanic aside from the gadgets, where the player has to prove his skill and creativity. I could imagine pretty much anything from little manipulations (eg creating a floor underneath you, silver-surfer-style) to moving the manipulation completely into the action phase and using the planning phase only for observation and strategy planning.
  3. Aziz, Mina sagt:

    1. What is your favorite aspect of the proposed game? Why?
      I like the technical challenge introduced in the game which is the dynamic terrain modeling in runtime. It offer for the player lots of freedom and require some strategic thinking.
    2. What is your least favorite aspect? Why?
      It is not that don't like it but I thought that the player can change the terrain on the run not before the actual game. I guess this makes the game play more interesting. Now it makes me thinking should it be called Solve then Slide (Lächeln)
    3. Which single change or addition would you suggest to most improve the game?
      I think making the game in 2D would make much more sense than 3D because because I a bit afraid of having situations where it is impossible to win due to shooting angles. Also back to point 2 in 2D mode you can easily introduce the idea of terrain manipulation while being in the actual game/race/run.
    1. What is your favorite aspect of the proposed game? Why?
      I like the fact, that you can manipulate the terrain first, because it gives the game more strategical depth.
    2. What is your least favorite aspect? Why?
      In my opinion, the health bar makes the game too complicated, because it can be bothersome for players to always have the health in mind, and make it difficult to focus on reaching the goal.
    3. Which single change or addition would you suggest to most improve the game?
      I'd suggest to make the turrets have different effects on the player instead of just dealing more or less damage, e.g. one tower slows the player down, another one kills him instantly, or so.
    1. What is your favorite aspect of the proposed game? Why?
      The core game idea reminds me of an old game where you can draw small colliders on the screen and then tjey come to life and help your character cross gaps in the game etc. Your game does that in a much bigger scale. I am not even on your team and this kind of gameplay already makes me think of so many different level ideas. I like that there are endless possibilities when it comes to levwl design.
    1. What is your least favorite aspect? Why?
       There is nothing i do not like about this game, so i will just state what i like less. You mentioned in the presentation that you plan on adding more helpers than what you already have. I would much prefer to see more time and effort being put on making a larger range of smarter and more complicated levels than more of those small gadgets. As in that the height manipulation is the main thing the player should focus on and the helpers are just there to spice things up.
    2. Which single change or addition would you suggest to most improve the game?
       The only thing i would like to see is some time restrictions in the first part of the level. I think if the players can just look at the heightmap until he figures out what he needs to do and then just click play in order to playthrough the solution he already knows will work, lessens the fun. If there is a time restriction though he can spend some time trying to alter the level and then put the rest of his effort into using the helpers to correct his mistakes. 
    1. What is your favorite aspect of the proposed game? Why?
      I find this game extremely challening that demands a lot of thought, strategy and creative skills. Manipulation of the terrain gives a very interesting aspect and I cannot wait to see the results in the actual design of it.Strategy is killing it and technical aspects too! (Lächeln)

    2. What is your least favorite aspect? Why?
      Well, I cannot say I dislike anything. I could say that in the beginning, it sounded a bit complicated and maybe it will be tough for new players (to my opinion the more challenging the better). Also, it is also seems a bit complicated to make it in 3d, maybe a more sophisticated 2d approach would make it more fun, more concentraed to the gameplay and much more intuitive for the player. I also agree with one of the comments above, maybe if not thoroughly thought, the player can develop certain strategies and make every level to seem the same. So challenge us! (breites Grinsen)

    3. Which single change or addition would you suggest to most improve the game?
      Maybe initial tutorial so the new players can dive into the exciting part of the game, presenting the basics. Also, maybe assets that can affect the player through the game (turrets, breaking, trampolins, springs etc)...Take physics to the next galactical level! (Zwinkern)
    1. What is your favorite aspect of the proposed game? Why?
      The creative part of terrain manipulation where the player has to think of a strategy and plan his route sounds really interesting and challenging in regards of technical aspects.

    2. What is your least favorite aspect? Why?
      Strict division of manipulation and action phase. Maybe it could be more dynamic and less strictly divided (changing the terrain and strategy on the run).

    3. Which single change or addition would you suggest to most improve the game?
      I don't really get how the player is moving (is he running?). Maybe setting the game in the winter and providing the character with skis or at least roller blades will make more sense.
  4. Otto, Robin sagt:

      1. What is your favorite aspect of the proposed game? Why?
        By giving the player the opportunity to manipulate the 3d area in (infinitely) many ways, you are creating an indeterministic game which demands for creativity. This concept sounds pleasing at first sight!
        Chances are, that many different people lead to a lot of different solutions for your level. All those aspects together could really keep up a long-term motivation.
      2. What is your least favorite aspect? Why?
        In my opinion, the separation into two game phases somehow interfers with your "big idea bullseye", as well as with the topic "speed" in general. You should maybe give it a second thought how you want to include the "speed" and in which ways this fits to your game concept. So the separation is probably my "least favorite aspect".
      3. Which single change or addition would you suggest to most improve the game?
        If you could somehow manage to merge the two stages of planning and action, so that the players have to manipulate the track on the run, you would create a fast-paced (almost hectic) game.
        In my imagination this would not only be fun to play, but also fun to watch.