August 15th 2025 Final Release

Conclusion (From the Final Release Document)

We committed to a simple yet achievable premise that could be executed effectively within our time constraints. ”Wallther, Don’t Let The Wall Falter” offers a fun, easy-to-understand, and action-packed experience. Our original concept — where the player is only indirectly involved in the war as a construction worker, with Wallther portrayed as a badass pacifist — was well-received by our target audience. Overall, we’re pleased with our game as a fast-paced arcade experience. While there are some shortcomings in gameplay depth and story, we believe our focus on making the game fun and visually appealing, rather than overly complex and logical, was the right choice. We’re happy with the end result and will carry the many lessons learned from this project into our future endeavours.

The final build version could be found here for both Windows and Linux https://drive.google.com/drive/folders/1OGxJvYwbkJli1HQcc0RvXbq2wAu0Ry8T?usp=sharing, have fun!



1. of July 2024, Playtesting

The testing phase of our project opened our eyes to issues we were unaware of. We found bugs we had not known about and made interesting discoveries about how players approach our game. Most notably the communication of win- \& lose condition were perceived as lackluster and our no-UI approach was met with varying amounts of appreciation with many players missing convenient (but in our opinion unimmersive) health bars or status updates. We are confident that the already in-progress implementation of our upgrade system will satisfy many tester's need for player progression and self-fulfillment if done right. Furthermore we will continue tweaking and rounding out edges to make our game an even more fun experience. The feedback about the overall concept, fun and game loop was positive, rendering us optimistic about our project and the remaining three weeks of development.




17. Juni 2024, Alpha Release

Here we present a fully playable game, implementing all the necessary gameplay mechanics. Spanning from the player actions, e.g., repairing, collecting resources, to the controllers of the constituent elements of the game that are responsible for reading and updating the game state. 








May 26th 2024, Interim Demo

In order to model our game loop and drill down on a precise interaction model we built a paper prototype representing one level of our game. Playing through the prototype several times made us realize important things about the game. In addition with the provided feedback of other teams we changed and tweaked some aspects of the game loop like inventory space and the capabilities of the catapult, but did not change the initial vision, which came through as quite fun and rewarding in the prototype. 







May 6th 2024 Initial Idea & Pitch

"Wall-ther, don't let the wall falter!" invites players into a richly immersive 2.5-dimensional platformer, where walls are the heartbeat of civilization's last stand against relentless foes. 

Wallther has no interest in gut-wrenching wars, he only tries to maintain the walls that have been built and kept alive by his ancestors. Help him keeping the city intact against the enemy.








 









 





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7 Kommentare

  1. Kerstin Pfaffinger sagt:

    1. Most favorite: I love the premise of creating a goofy experience with the archers as little minions that stand in contrast to the invincible Wallther. I think the synergy of the two will create many unique, surprising and fun moments that players will enjoy. 
    2. Least favorite: I don't like that you can't see the enemies because I think the scenery can get dull over time and there's also no way to anticipate where the wall will be attacked.
    3. Improvement: Foreshadow which parts of the wall will be attacked next. I'm thinking of indicators at certain points or siege towers the enemies build at a specific location. Perhaps there is also a way to indicate whether the wooden or stone parts will break.
  2. Natalie Adam sagt:

    (1) I really like the idea of your little guys representing the health bar. I think that's a very innovative way of handling the player's health.
    (2) I could imagine that your game, having no clear goal/gets more difficult over time until the wall falls (setting the player up to fail), can become a bit frustrating for the player, especially when they play your games multiple times.
    (3) Maybe you can add some kind of achievement system or personal high score, so very good runs aren't completely lost when the player loses the game.

  3. Michl Bayer sagt:

    1. Most favorite: I like the idea of doing without the UI as much as possible and displaying all the necessary information via visual in-game elements. This can make the chaos even cooler and more natural.
    2. Least favorite: It would be cool if the main character could do more. e.g., throw down the guys who are climbing the wall, or if they are already on the wall that you can throw them back again.
    3. Improvement: It could be cool if the camera moves slightly or vibrates when a part of the wall is destroyed. 
  4. Rebecca Ahmed sagt:

    1. I really like the setting and the idea of your game and I believe the artstyle you have chosen can make for a cool experience.  Having an "infinite" game makes for some great opportunities to challenge the player on decision making and time pressure. The contrast between Wallther and the puny crossbowmen definetly adds to the comedic aspect of the game.

    2. Having this infinite game is fun but I can imagine that your game can get rather repetitive if you only have this one level as after playing the game once you rely solely on the players desire to beat their high score.

    Also, you will have to think about the layout of your level, especially with the catapult. In your presentation it did seem like a central aspect of the game, however, it is located "far" away from the action. Especially in later stages of the game when it gets more hectic this might pose a sort of bottleneck for the player. 

    3. It might be interesting to introduce multiple levels with different wall layouts  or have variing difficulties. You mentioned in your presentation that you wanted to make something infinite like "Temple Run". In this game the scenery and the level-layout changes while you are running.

    It might be interesting for you to add some sort of change that can occur over time. You could change the level layout after a set amount of days or add events that force the player to adapt.


  5. Kaan Uslu sagt:

    - I believe that the fast paced, arcade style gameplay of Wall-ther would definitely create a fun experience for the player. I really like the fun and goofy atmosphere of the game and the chaotic nature of the gameplay,

    - As others mentioned no clear end goal might feel uninteresting or repetitive after few levels. Some kind of a leaderboard system where players can compare themselves with others or maybe even a basic local multiplayer where players try to survive longer than others might improve the game even more.

    - Different levels with different layouts and themes and few added challenges or obstacles could be fun. 

  6. Sebastian Geheeb sagt:

    1. I like the setting of the character. The idea of this really buffed guy only caring about repairing the wall and ignoring everything else seems very unique and funny to me. Combining this with the whole ancestor story is a nice touch as well

    2. As much as i like the setting of the character, it also limits you in the options that can improve the gameplay over time. As you have mentioned, wallther being this invincible guy really limits the kind of improvements he can receive.
    Furthermore, only seeing the wall from within might be weird as you don't really know what is happening from the outside 

    3. As others have written, different layouts are a nice idea to mix up the gameplay a bit. Maybe even have levels where there are multiple walls that have to be protected

  7. Mariia Iurtaeva sagt:

    1) I like the setting and the idea itself. It’s nice to have more casual and arcade setting, also character is easy to remember and associate with the game, so it is a good decision to put his name in the title

    2) A game can become repetitive, since there is no clear goal and story.

    3) I think you can make it more interesting by adding bit more of a story and lore  (like some info about why somebody wants to attack the wall at all), maybe some types of attacks that can buff and debuff Wallther (like frozing him, slowing him down), that will appear one by one, so the player has enough time to learn them. 

    (And sorry for a late feedback, I completely forgot about it)