Tuesday, November 13, 2007
Week 9 - Presentation Critiques: Part 3
Project Stick Ninja
Mechanics:
Dynamics:
Aesthetics:
Project Zodiac War
Mechanics:
Dynamics:
Aesthetics:
Project Crack Quest
Mechanics:
Dynamics:
Aesthetics:
Mechanics:
- Dice rolls
- Blunt weapon > Ethereal enemy // Sharp weapon > Physical enemy
- Player makes choice as to which weapon to use
- Obtain enemy traits after defeating them (Kirby)
Dynamics:
- AI (human) dice rolls for real time feedback
- 4 levels for player to go through and defeat lvl mini boss, then fight big boss
Aesthetics:
- Stick, quick sketch style quite appealing
- Obtaining enemy traits increases player’s choices (Mega-man)
Project Zodiac War
Mechanics:
- Turned based RPS
- Player vs Com (tester)
- Pick action before round, then show action
- Build up points and you store energy for special attack
Dynamics:
- Game speed needs to be balanced
- For a fighting game compared to Street Fighter/King of Fighters, prototyping as a turn based RPS is very slow
- Attack variations for RPS limited to 3, but real fighting games, have multiple options, and combos to build up
Aesthetics:
- Zodiac theme is interesting
- Would like to see how each zodiac animal is balanced out
- Who is strong against who, weak against who
Project Crack Quest
Mechanics:
- Digital prototype – up, down, left, right, space
- Throw syringes, crack grenades, dodge enemy attacks, navigate through level
Dynamics:
- Spawn enemies from all directions to increase game intensity
- Ability to shoot down enemy bullets is overpowered, needs to be “nerfed”
Aesthetics:
- Animations nice and simple
- Player is given too much power and so game isn’t as challenging as it should be
- Making a game out of a topic that isn’t considered “safe” and “risk free”, increases the players interest in playing as the danger and illicitness of the idea is alluring
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