Members: Liou Bao, Jonathan Borowski, Marco Grasso
1. Milestone: Game Idea Pitch (06.11.2019)
2. Milestone: Prototype (20.11.2019)
3. Milestone: Interim Demo (11.12.2019)
First programming results
4. Milestone: Alpha release (15.01.2019)
Alpha version
5. Milestone: Playtesting
Playtesting results
6. Milestone: Final Release
Final documentation
Final video
Compiled final game version
7 Kommentare
Unbekannter Benutzer (ga97mom) sagt:
17.November 20191. What is your favorite aspect of the proposed game? Why?
I like the simplicity of the idea. It has the potential to become a polished game but also gives enough space to improve and add more elements to the game.
2. What is your least favorite aspect? Why?
If the destruction happens too fast, the player might be too much in a rush, not realizing what actually happens around him. I think it would be crucial to carefully balance this aspect.
3. Which single change or addition would you suggest to most improve the game?
Just as an idea: You could combine your "story mode" with your level editor. As you advance in the main game and learn about new destructible blocks, you also "learn" to use them in the editor.
Unbekannter Benutzer (ga78vup) sagt:
19.November 2019What is your favorite aspect of the proposed game? Why?
Absolutely the level editor! Without the editor, the puzzle game strongly depends on levels that have been designed beforehand. The editor not only provides a fast iteration cycle for levels in the development, but also make it up to the players to create challenging levels themselves.
What is your least favorite aspect? Why?
2.5D. Personally I enjoy 3D games much more, simply in terms of immersion. And I feel like that concept of a destructing level really enriches with a third dimension
Which single change or addition would you suggest to most improve the game?
Currently there is only the incentive to win the level by reaching the goal. Why not adding a score that gets bigger for the amount of destruction prevented? It would fit into the story idea and provides more depth on how to complete a level.
Unbekannter Benutzer (ga63yeg) sagt:
19.November 2019What is your favorite aspect of the proposed game? Why?
I like the fact that you used this very ‘chaotic’ theme of destruction to make a puzzle game, that requires planning your move on the one side, and quick execution of that plan on the other side. .
What is your least favorite aspect? Why?
I personally am not a big fan of having a so elaborate story in puzzle games. I think it doesn’t really add to the game and I probably would just try to skip any dialog/cutscene that tries to explain that story. But I guess that’s just my opinion.
Which single change or addition would you suggest to most improve the game?
Use a less realistic artstyle for the game than the block that was shown in the presentation. I think a more cartoony style would fit this game better.
Unbekannter Benutzer (ga78rum) sagt:
19.November 20191. What is your favorite aspect of the proposed game? Why?
I like your story idea, doesn't matter how minimal it is, it is just crazy enough to create the perfect amount of interest. A few 2D story pages would fit perfectly to it. I know you said none of you is an artist, but maybe you can outsource it and have 5 images that quickly run through the story with some nice speech bubbles.
2. What is your least favorite aspect? Why?
I am not so fond of the visuals at the moment. Blocky environments really need nice texturing in order to look pretty, so do the characters need some really distinct visual features. Make the world stand out in some visual aspect, too. I know the gameplay will most likely be great (please make the controls really precise
), so make the visuals interesting too. It is a necessary factor for the immersion of a player and I hope I can be convinced about it during your interim milestone.
3. Which single change or addition would you suggest to most improve the game?
I think I already suggested two things, but here is another one: I would love to battle the time in this game and be rewarded with a degree of how good and fast I solved a level. Otherwise there is no replayability!
Unbekannter Benutzer (ga38kap) sagt:
19.November 2019I really enjoy playing levels of my friends and compete with them for the funniest/craziest level etc.
Thus I really enjoy the idea of a level editor.
I think its really important to have a target audience with this group. This would be a good candidate for speed running but otherwise might not provide "deep" gameplay since it feels like the options for a jump and run on dissolvable blocks is fairly limited.
Maybe a rope would be a fun addition and if you attack the rope to one of the stones you can use it only for a few seconds. This could mix up the gameplay a little bit.
Unbekannter Benutzer (ga78yax) sagt:
20.November 2019What is your favorite aspect of the proposed game? Why?
I like the idea of the game being a fast paced but still complex game. I also think, that the addition of the level editor is a fantastic idea to engage user created content.
What is your least favorite aspect? Why?
I don't like that there aren't any save spots. Although the game should be fast paced you still should have some time to think about your next step. So balancing is really important.
Which single change or addition would you suggest to most improve the game?
Multiplayer! Makes the game much more fun and challenging.
Unbekannter Benutzer (ga87tux) sagt:
20.November 2019In my opinion is the best aspect of the game the story. It's simply short and entertaining. Further also the level editor lets players get involved in the "creation" process of the game, making it more modular and taking work of the shoulders of the developers to designe all the levels by themselves
I think for a better game experience more options for the player such as powerups or special items would add a very entertaining aspect to the game. The current idea is in my opinion a bit restricted to provide a continous good game experience.
I would suggest adding multiplier, as this would create very interesting stragies when the first player destroys blocks which the following player still need to finish the level. This multiplayer should probably be a coop multiplayer to force the player to think fast about their strategies to get everybody to safety