Monday, 30 November 2015

Game Pitch Feedback:

After delivering my game pitch I used the feedback given to alter my design in a number of ways. Below are a few common questions or queries, that influenced this iteration:

"What is the purpose of the game/ what is the goal the player is trying to reach?"

The main purpose of the game is to promote the IP of Rosie Red, I chose to do this by subverting the audiences expectation of a children's game. This results in a darker style and is aimed at an older demographic, by choosing to target a older audience (a larger demographic) the brand will be promoted and more people will become exposed to the IP.

The Goal of each level is for the player (Rosie Red) to reach the exit door. They must do this without maxing out the anxiety bar (health meter). As a result each level becomes a balancing act for players when they encounter enemies on route (a dilemma is created): do I fight the enemy with the flash-light, lose valuable battery power but remove a danger; or do I run from the enemy saving the battery for another time.

This should be a constant concern for the player, fight or flee from Rosie Reds fears. By running blindly from enemies you can run into a danger in the dark, or run past hidden items. By fighting the fears you gain courage Points and remove an Obstacle:

Fight: 
  • Gain + Courage Points.
  • Removes the enemy from the level.
  • Decreases Battery Power significantly.
Flee: 
  • Save Battery Power.
  • Can use valuable battery to search for hidden items (chests).
  • Can get through the level 
Each level will attempt to tackle a different fear; from being afraid of the dark, to monsters under the bed. Chests will be present in each level, these are only visible when light from the torch illuminates them and will reveal more of the story to the player (as well as bonus Courage Points).

This Query influenced my decision to make the goal clearer to the player on each level, possibly by a text box at the beginning stating the goal of the level, another design element I am considering adding is randomly generating its location, by stating the goal to the player and randomising the location the player will know what they need to do but not necessarily where to go. This allows for a degree of re-playability.

"Is it suitable for the young audience of the Rosie Red IP?"

No, the concept is intended to subvert the codes and conventions that one would expect from a game based on a children's novel. The games dark aesthetics, atmosphere and theme are intended for an older audience to play. Targeting an older demographic allows the IP to reach a larger audience (the book promotes the IP for children, this game promotes the IP for older teens etc.).

"What's the conflict/ are they varied?"

There are various forms of conflict present, from enemies (bullet types and a tracking enemy etc.). There is also the level hazards (the floor is lava) that are also a danger to the player. A time limit for each level may also be imposed and as the time increases the level gets darker and darker. Other forms of conflict are present such as having to navigate the landscape, in the dark it is difficult for the player to make out objects or platforms without the torch.


The player has the ability to challenge these conflicts through the resources available, but in line with the theme I wanted to make resources finite. This creates another form of conflict as the player has to manage resources (Battery, Courage Points, Anxiety Meter) and the risk reward system when deciding to fight/flee from fears also influences this.


This feedback influenced my decision to include more varied conflict through the inclusion of new enemy types, varied spawns, resource balance, battery limit etc. which all create new data and patterns for the player. I also at this point decided I wanted the ability to self heal by using the torch on Rosie Red herself, gaining health but losing battery power.

"Where do you have to go?"

The player needs to explore the level, find any hidden coins (for +CP), hidden chests (tell more of the story to the player and +CP), choose how to encounter enemies, interact with objects and so on and so forth. The end goal is to make it to the exit door. At this points a time bonus is calculated if the player finishes the level fast enough and this is added to the total CP collected that level. A bonus will also be given to the player for defeating all enemies in a level.


At this point I wanted to make fighting enemies a more appealing incentive to gain points which can be used to unlock costumes for Rosie's Teddy. There will also be challenges for each level (find all coins/chests) and this will also give the player bonus CP to spend.

"What do you earn by achieving these goals?"

By achieving these goals the narrative is allowed to progress, more of the lore/story is communicated to the player and eventually you progress to the next stage to repeat the progress. Challenges and Rewards such as unlock-able costumes will constantly reassure the player and keep them progressing forwards as they want to unlock more things. This creates a cycle of earn CP to unlock costumes which influences Rosie's stats to earn more CP etc. An example of this would be a costume that increases Rosie's jump height to reach an otherwise out of reach platform. 

"Will there be different enemies/ powerups?"

There will be multiple types of enemies which will create new patterns for the player. A bullet style enemy who travels along a set(but randomly picked) path and does heavy damage to the player. A tracking enemy who will persistently follow the player across the level and possibly a turret enemy. Power Ups will be unlock-able as teddy costumes as they will influence some of Rosies abilities (speed, jump height etc). Another form of power-up is health/anxiety boosts and battery pick-ups as they recharge the relevant meter.

"Does the Battery decrease on the torch?"

Yes, this feature was influenced by the feedback. The battery will deplete rapidly with prolongued overuse, it will slowly recharge when not in use. Battery pick-ups will automatically recharge the battery life on the torch.


"Will the dark aesthetics impact Game-play?"

Yes, again this is something that has been heavily influenced by the feedback. The aesthetics are meant to resemble a kids scrapbook, with scribbles and childlike handwriting, the enemy, sound and level design also adhere to this. This design choice was chosen to contrast the innocence of the source material and again target an older demographic. The gradual increase in darkness was also decided here to become a feature as was the idea to make the torch a more useful tool..

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