Monday, November 19, 2007
Week 10 - Presentation Critiques: Part 4
Project Aquila
Mechanics:
Mechanics:
Mechanics:
Mechanics:
Mechanics:
- Digital prototype – up, down, left, right, to move
- Mouse clicks to initiate attack
- More variety of weapons to use
- Different class strengths and weaknesses
- Players grew attached as they began to understand how the game works and care about their infantry and airforce
Mechanics:
- Digital prototype
- Point and click to try and squish fly
- Mini games like Warioware
- Hitbox for chopsticks too small, hard to squish fly
- Player immersion as character a bit lacking
- Improvements of visual and audio cues coming, showing combos, and bonus points attained
- Art style very fun and easy going
Mechanics:
- Physical game – tester is player
- 360 degree defense of self from moving balls – block balls with hands
- complete a level and obtain a ball to throw at any target
- Changing height of balls for player to increase challenge
- Allowing players to use one or two hands depending on difficulty of level
- Challenging, good ramping of levels
- Good FLOW – simple to complex
- Constant pressure and danger of being hit, while trying to attain high score
Mechanics:
- Board game – grid map like Zelda
- Fog of war to hide traps, enemies, dead ends, and puzzles
- Collect enough URLs and complete puzzles
- Improved instructions for players after completing objectives
- Compelling story – based on history (5 dynasties of ancient china)
- Collect missing items to solve puzzle – like Qin the game
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