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Design Discussion: What do you SPECIFICALLY want feedback on?

A topic by Crime Dog created Aug 09, 2019 Views: 2,183 Replies: 100
Viewing posts 21 to 25 of 25 · Previous page · First page

1) We have had tonnes of great feedback on what people would want to see from our game, thinks they like, things we could add and things they didn't like. We feel like one of the biggest issues is the level is too big and it is easy to get lost (we actually halved it during development). It does have an ending and a UI prompt to get there! We felt due to the theme being a little dark and horror orientated that we wanted the player to get a little lost. What do you think?

2) Bret thinks he the only survivor left on earth, he has a boombox with a torch and a radio built in and he has a chainsaw but they are too heavy to use both at the same time. One day, Bret receives a mysterious transmission containing coordinates and has to cut his way through zombie hordes to get there!

https://itch.io/jam/gmtk-2019/rate/461633


Hi Joshuahuk!

I like the feeling of being lost in a videogame, but...

I hate the feeling of being lost in a videogame.

It depends on the game.

So, for context I will turn off every navigational aid in an open world game if it'll let me, and some of my fondest gaming memories involve being lost in games like Morrowind.

Buuuuut...

It's a very similar question to 'should the character of my game move fast?'.

The answer depends entirely on the context of the entire game around it. 

That's kind of a cop out answer, so to elaborate a little further, let's change the question:

What does the player get out of being lost in your game?

  • Is it an interesting experience?
  • If it isn't, should it be?
  • If it shouldn't, why can the player get lost?

Basically, is getting lost in your game interesting, and do you want it to be?

Currently, I don't think your game benefits from having players feel lost, because being lost in your game isn't interesting. Getting lost and finding my way again doesn't really lead to me making any compelling decisions as a player, it just extends playtime.

(Sidenote: I didn't get lost in your game particularly due to that signal prompt.)

Now, you could make getting lost interesting if you wanted to!

Maybe getting lost leads to stumbling into greater challenges, or greater rewards.

Maybe it drains resources, and players have to improvise to survive.

Maybe the actual process of navigation is an interesting challenge (orienteering with maps, landmarks, vague directions, etc.)

There's heaps of thing that you could do, but do you actually WANT to them?

Because it's totally valid to just not have the player get lost at all. (In fact, it usually allows you to designer tighter, more exciting levels)

If you're making a top down action game (which I think this game is), getting lost is probably just a distraction from what your game is focused on, which is chainsawing hordes of the undead.

Horror, as a genre, relies on dis-empowerment (horror), or the threat of imminent dis-empowerment (survival horror: the threat of running out of the resources you need to survive).

Your game doesn't dis-empower the player (I am a chainsaw wielding flannel god of death),  which is fantastic for an action game, but also means it's not enough of a horror game for any of the genres traditions to be relevant to you.

This is a very long answer to a very short question, so to sum up:

1: If you go the action route, don't let the player get lost

2: If you go the horror route, only let the player get lost if you can make being lost interesting

If you really want to hybridize action and horror, I'd look to survival horror for examples. The genre manages to balance both elements with varying degrees of success.

Wow! Thank you for taking the time to write this! I'll admit, we were torn as a team as to whether we should let the player get lost. Originally, the world was a quarter the size it is now and I rebuilt it on that basis. I even made spaces to reward the player for wondering off course. Nothing especially exciting as we didn't have time for additional programming but we are likely to do more with this project so I will definitely bare that in mind.

I am playing Resident Evil 4 as we speak which is a weird horror/action crossover. I think they nailed the blend of limited resources and satisfactory zombie killing. I'll pass your response on to the others in my team and we will hopefully use it to focus the games genre.

Submitted (2 edits)

I made a Card game and I've gotten great feedback about the game being difficult and a bit luck based but I have something I'm wondering since I havent gotten specific feedback on.

The game: 

https://ilprinny.itch.io/one-card-income

1, Question: What cards feel Under tuned or over tuned, what enemies feel frustrating when they appear and what are relieving to see.

2, Goal: I'm working on a post jam patch and have plans to continue working on the game in the future to see if it has potential. I would like it to be relati6balanced while testing (a hard task but still gonna try)

I have some ideas already on what to change as I've been working on a post jam patch, but no one has given specific feedback on what they think are the good/bad cards on either side.

I think I've mentioned this elsewhere, but your game is one I'm planning to come back to.

I'll probably need a little more time than I have right now to give you a really good answer on this.

I was planning to sit down and play it again at some point over the next few days, so I'll hit you up here (or somewhere, think I'm following you) when I get the chance to reeeeally sink my teeth in.

I think more than anything a game like yours is one of those where you really FEEL out what's good/not good (although a better designer than I might have a more objective answer).

I'll get back to you!

Submitted

sounds good! I would really appreciate it

Submitted

Hi I made Kingdoms Flame: https://dragon-hatcher.itch.io/kingdoms-flame

For feedback I was wondering:

1) Is the game generally to hard to understand even with the instructions. If so what parts

2) Is there enough strategy in terms of different decisions you can make or is the path always obvious 

3) Does the game get to easy after you've played it once. I seem to be able to beat it without to much difficulty and I am wondering if that is because I made it or it really is. (Don't bother answering this if you don't feel like playing the game multiple times)

4) Is it generally to easy to hard, is it fun?

I think that what you are doing is incredible and I am super impressed with the feedback you are giving everyone

Hi dragon_hatcher!

I had a go without the instructions first and was quite confused. With the instructions I didn't have a problem understanding, you're quite a good technical writer.

As for strategy, I maxed archers in all 4 towers then spammed all money into healing them. That seemed to go alright for me in the time I played? I cycled between towers in a generally clockwise direction.

I haven't played it multiple times yet, but I can safely posit that yes, it would be easy once you get the strategy down, as the game is more about thinking of a strategy than executing a strategy (which is fine if that's what you're making, it just means you need to make a bunch of levels)

On the fun thing, I really like that the game is about multitasking (it won't be everyone's cup of tea, but there are people who enjoy it) and the formation system is cool (although I didn't really have to use it to defend my towers effectively). 

I think it's worth playing around with making some crazy changes to what you've got and seeing how it affects how the game feels! I think it's a bit premature to worry too much about difficulty and such at this point;  you're early enough in development that you can still try some wild game-play experiments! Sometimes this is referred to as 'finding the fun', and it gets heaps harder to do later in development when it's harder to change your project.

You could try some experiments using what you've got as a base to see if you can solve some of your instructional / strategy issues. Stuff like the following:

  • What if there were two or three towers instead, but the game took place on a single screen, and was more zoomed out?
    • Currently a lot of your action happens off-camera, and I watch it on the minimap. Having it all on one screen could help communicate the concept of your game at a glance to players, as well as making sure that they don't miss anything.
    • If you did try putting the game on one screen, you'd probably have to slow player movement considerably to preserve the tactical considerations of where you put your characters.
  • What if the towers were more capable, but even more directly dependent on your support?
    • Maybe try making towers heaps better at defending themselves, but they run out of arrows unless the patrol retrieves them from slain foes, or towers do fine against weaker enemies, but large siege bosses appear that out-range the tower, or battering rams that are immune to arrows. Something that really obviously demands the players attention.
    • What if gold is something the patrol has to retrieve / mine / fight for / steal, and carry with them rather than gold being generated in towers?
  • What if the level itself had more natural obstacles?
  • What if the endgame wasn't to spend a few minutes in each tower, but instead required you to destroy the heavily guarded monster spawner or something? You need to defend your towers long enough for your patrol to increase in power enough to attack a spawner, or something similar?

Some of these are easier to try than others depending on how comfortable you are with programming. Try the easy ones first, if you feel like it!

These are all pretty random ideas, and a game that used all of them would probably be a little confused, but what I'm trying to get at is that there's a lot of different directions you could take what you've got, and the best way to find out which way you want to take it is to try a lot of different stuff and see what you find the most compelling!

Basically, try and riff on what you've got and see how different you can make different versions of the prototype. 

In a way, by making this jam game, you've narrowed down the entirety of all existing game design patterns and elements to a handful that you find really interesting (a number of which aren't traditionally found together).

Think of what you've got here as your ingredients! How many recipes can you make? How different can you make them taste? Which ones are your favorites?

Don't be afraid to try stuff that doesn't work, or anything like that. You can fix it all later.

I guess I'm proposing the game design equivalent of sketching. You've got a set of elements that are really easy and fun to remix, and I think you should play with them more before you settle in and try to balance stuff!

Submitted

thanks for the feedback!

No worries! Thanks for sharing!

Submitted

https://unknownunknowns.itch.io/josephuss-problems
I already plan on cleaning up the graphics and possibly doing some simple animations to help convey whats going on better.
1) I added the 1 minute time constraint to fit with the jam theme, but worry/feel that it might be better without it.
2) I already plan on cleanup the graphics and adding instructions/tooltips to help better convey whats happening in it.  And possibly doing a mobile version since i think it a solid fit with limited graphics and input.

Submitted (1 edit)

https://itch.io/jam/gmtk-2019/rate/461529

I gave myself the challenge to make the player take on three games at once, so these games of course needed to be simple and work together.

So that is what I am going to ask:

1. Do the games work well together?

2. Are the games too complicated or too simple?

3. Do you have any ideas for other games or other additions?

I'm already giving my thanks to everyone who gives me feedback.

Viewing posts 21 to 25 of 25 · Previous page · First page