Games Development Task 1: Game Design Document
22/4/2024 - 13/4/2024
Edwin Choo Quan Rong / 0348305 / Bachelor of Design
(Hons) In Creative Media
DST 61104 / Games Development
Task 1
Game Critical Review (Exercise)
Reaper Test
Good theme and aesthetic of the game, the simplicity helps the character as well as background elements stand out. Gameplay has some accessibility through allowing multiple options for movement by either using WASD or Arrow Keys. The sound effects fits smoothly with the visuals along with the background music fitting for the visual themes of the game, contrasting the enraging nature of the actual gameplay. About the gameplay, the initial level design is cool, slowly introducing more controls to help ease the player into the mode. However, having only 1 HP from terrain elements raised the difficulty of the game. It is as critical as avoiding any mistake from touching terrain elements, which is difficult when paired with the movement drag which makes the character super slippery (if it's meant to be a difficult game then that’s completely understandable.). One thing that can be improved regarding the gameplay is to have feedback for being hit by objects or enemies to register the damage for both visual and audio input. There is feedback for hitting the enemies so implementing both would round up the game as a whole. Adding to feedback, portals having feedback from entering and “transitioning” to the new area would add extra elements to the game as a whole.
TLDR: Good music and visuals, decent sound design with more that can be added, difficult gameplay not suited for casual players to progress on the later stages.
Saving Pon
A simple aesthetic and theme in terms of color scheme which makes the map easy to navigate and identify the game elements ranging from terrain, obstacles, traps, portals etc. In terms of story, there’s no direct storytelling, only a basic setting of the boy saving the girl that got kidnapped by a villain. There are no instructions for the gameplay so it’s up to the player to figure out its basic (WASD to move, spacebar to jump) and advanced (spamming spacebar while sticking to a wall allows you to slide up the wall) mechanics. Other than that, the level design is easy to understand and navigate to clear, with some areas allowing players to shortcut their way to the next level if they understood the game mechanics well enough or did some exploring and stumbled upon it through testing their theory. The final boss level of this game is superb, it combines all of its gameplay elements along with the game mechanics to create a simple, yet challenging, difficult, yet satisfying level for the player. The character dies from 1 hit so getting hit by the boss resets the level from the start. The boss attacks at random intervals so each run is different, however, there is no indication for the boss’ attacks. This RNG element is what makes the boss fight bullshit as the odds are rigged but so satisfying when you beat it as you will have to be lucky to overcome the challenge.
TLDR: Simple gameplay and visuals, minimal story, excellent boss fight executed through simple blend of game mechanics. Can be improved via more strategy/chance allowed to the player.
Task 1: Game Design Document
What kind of platformer game do I want to develop?
- Power Fantasy
- Cool Gameplay
-
Narrative Story
- Terraria
- Hollow Knight
- Rain World
Game Design Document
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