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Game Design
Game Design
GIF
A Fun Toy
Our first assignment was to make interactive fun WITHOUT any win conditions. In other words, a toy.
While discussing twinstick swordfighting, I suggested that the sword could deflect bullets. It was very fun, even in a test room with no goals! We simply stacked more ideas on that fun mechanic to make our game.
GIF
GIF
Interpreting Player Feedback
Every early playtester was annoyed by the "ninja star". Ninja stars could damage players just by touching the bat. Players were killed again and again, not helping them feel mastery.
I winced when players wanted ninja stars GONE. I had fun bending out of their way. Worse, if nothing hurt the bat, then players could be safe forever by spinning the bat.
Asking my professor about the question, he advised that players are good at finding problems, but can offer the wrong solution.
Players explained a natural instinct to hit ninja stars at enemies - it looks like a good attack. After I changed them to a quivering lightning bolt, players instinctively dodged through them, feeling skill.
Character Design
Character Design
Simple Faces and Shapes
The assignment only had enough time for greyboxes - but I had to at least draw faces on them.
Form follows function! The spikier the character or projectile, the more dangerous. The anger of the face shows how dangerous the next projectile is.
The final characters are simple, likable, and intuitive.
vivid setting. This contrast marks the lightning bolt as important, unique, and relates it to the white bat.
Grey represents inactivity. It is the color of sleeping enemies and inactive portals.
Color Coding
Blue represents player-friendly objects. Darker blues hide in the navy background, while brighter blues stand out. Neon blues indicate power.
Red / Pink represent both danger and vitality. It is the most eye-catching color. It is used for dangerous enemies and projectiles, and also health.
Yellow represents both waiting and high energy, like how bombs wait before exploding.
Green symbolizes the low difficulty of the first minion.
White contrasts most strongly against the dark,
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Level Design
Level Design
Nonlinear Layouts
With many paths, players can seek the right level of challenge.
Always Teaching
Break levels teach a concept before combat. Levels ramp from easy to hard to help the player grow.
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