Main-Game Analysis:
How is Fun achieved? I believe it is achieved by allowing the player to overcome conflict when it arises in "unique" ways. The goal(exit door) which is limited by rules(gravity etc.) creates competition(can I make this jump? etc) in play, this competition is fighting enemies, finding the exit door and learning how to manage resources (battery, anxiety etc.). This allowed me to focus on improvements highlighted by playtesters.
As this is my second play-testing session numerous new additions and alterations were made to the game.One of the most important being the addition of new layouts (level select, help screen, score screens etc.) to make navigation more professional and user friendly. A lot of consideration also went into the creation of assets and aesthetics as these elements remained positively reviewed by play testers. These improvements were added to tackle the criticisms that play-testing revealed (what is the goal/controls? This being solved by including a help/tips screen etc.).
Finally I wanted to consider Ian Bogost and his view towards destroyed time. I feel this is appropriate to my game as it possibly requires a player to play a level multiple times under certain circumstances( if they die, fall into a trap, want to find new paths/collectibles/minigames). This results in a lot of the players time being "wasted" as they spend time within this game world trying to collect everything as opposed to spending time in reality.
Mini-Game Analysis:
I fell that some improvements could still be made to improve the experience. Such as adding new conflict gradually (allowing mastery of the the conflict) and power ups to dynamically change the level (such as adding time).
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