Prompt 2: The central challenge of the raining apples is the speed of the yellow apples. Their speed is much faster than the red apples' speed. The first time I played this game, I lost the game before I could react to the information on the screen. I think the first challenge of this game is its brief tutorial. I could not understand anything unless I click the run game button. But then the game immediately starts. After I lose my first game, I could get some information from the screen that I lose. I see the lives and scores then I understand that catching the apples to the basket can get scores and missed apples will reduce the lives. However, at this time, I do not know the meaning represented by the lives because I cannot see the yellow apple icon after I lose the game. So, I think the lives means red apples and yellow apples. Then, in my second game, I tried to catch all the apples but failed because the speed of the yellow apples is too fast. Then, I realize that the lives only count the yellow apples. The third time I finally complete the game by only focusing on the yellow apples. From my experience of playing, the main obstacles or thwarting are simple tutorials and the fast yellow apples. But the designer designs this game easy to win. The helping design is missing red apples won't let you lose. The player could easily find the best way to solve this game which is focusing on the yellow apples only.
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Prompt 1: In the game Blastie Squid, the main uncertainty is the speed and generation position of the squid. For this randomness, the squid might generate outside of the screen, so the best strategy might be to stay at the center of the screen in order to avoid the squid that you cannot see. The move of the enemies is simple, they would not have random moves and direct moves to the player. So, it is easy to predict the movement of the enemy, but the number of squids will increase as your score become higher and it will be harder to avoid the increasing number of squid. The player should change the direction of the fire to reduce the number of squids on the screen to lower the difficulty of the game. The control of both fire direction by keyboard and the movement of the player requires the coordination of the right and left hands of the player. Also, the collision between the player box and the squid is hard to judge. I played this game many times but always lose the game because the collision size obvious is larger than the actual graph size of the player. I cannot read the code so I do not know how did the designer judge the collision in this game. Many times when I lose, the player block I controlled is at least 1 box side length to the squid. So I do not understand that whether there is a randomness of the collision size of the player box or the squid box.
Prompt 5: In the game Plat40, it looks like an ordinary platformer game, the use the left and right to move the character (in this game is a block), and press Ctrl to jump. But I find something that is uncommon. At first, I thought the cloud on the map is in the background. Then, I found a big gap between the two platforms. Initially, I wanted to find a method to extend my jumping distance. I tried many times but failed. After that, on one occasion, I kept pressing the jump button and did not let it go. I found that I can jump up on the cloud. I believe that this teaching design is in line with common sense. Because most of the players will keep pressing the jump button in a platform game if they want to jump higher or farther. Another moment that surprise me is also when I tried to jump across this big gap. I reduce the time that I press the jump button unintentionally. Then I found that I was trapped between the upper plat surface and the lower boundary. I was surprised by this mechanism and think this design (maybe not purposely designed) is funny. Then, I tried to enter into the "sandwich" layer of the platform and try to complete this game by this mechanism. Although these two moments that surprised me might be some unintentionally (bug) designed. They give me a lot of fun. Maybe in some games I played before, there are some unintentional designs but were finally found by the designer and kept in the released version of the game.
Prompt 2: In the game The Laughter, the passage is starting with a description of your background. The protagonist's experiences and current situation set this story in a more realistic context. And this part of the story setting does not have any options - clicking the blue text could only bring the player to the next page of the passage. Then, the first choice seems weird but after I go back I think the "Unknown Caller ID" is some sort of hint of danger. There is a go-back button on each page. And the options will navigate the player to face different scenarios. Going back and re-entering the choices is necessary. Because the hint of the previous passage might not be obvious to me. However, the ending of different choices is not beyond my expectation. Like the dead body of the headline. Before my choices, I can feel there is something bad that might happened. I think these options are appropriate with the topic or atmosphere made by this game which is a vague but bad feeling. You do not know what is ahead of your choices but you feel uncomfortable when you choose some options that make the protagonist into danger. Moreover, I restart this game many times and I think I found most of the ending. If the protagonist did not die because of the previous options, players would always see "headline of the newspaper" about a "dead body". This ending gives the player a sense of achievement because if they choose inappropriately that dead body will be the protagonist controlled by the player.
Prompt 2: I have played the original version of this game. This version is still interesting enough for me to figure out different endings. (I spend a lot of time clicking different choices trying to reach all different endings because this game seems to have much less ending than the original one). The main idea of the passage of this game is the "life restart". The players will have options throughout the game because life is making different decisions in some scenarios. Similarly, there is no actual story. Because all the stories are created by the choices of the players. Although there is some connection between your choices and the storyline, the topic "life" in this game wants to emphasize the uncertainty of your decision. For instance, I choose the 6 family situation and want a strange start to my life, but the story after my choice is really normal (finally the figure in the game died at 80 years old because of a heart attack). So, it is hard to guess a choice will bring you to what kind of story. Then, this game enables players to choose to go back and it is necessary to get back or restart the game and the players' curiosity makes them play the game over and over again just for different endings. Therefore, the relationship between the organization of the passage and the topic of this game is appropriate. Life is full of uncertainty and surprises, and these uncertain choices will encourage players to try this game many times.
Prompt4: this painting tool is a drawing tool that enables players to draw three kinds of shapes with different colors on the canvas. The first one is some shape that looks like raindrops. The second brush is a rectangular tool. And the third brush is a cross brush tool. For the rectangular tool and cross brush tool, these two tools do what they are supposed to do very well. The most interesting brush is brush 1 which I called raindrop brush. I think it is made by a random tool that changes the thickness of the line. In most of the painting tools I played, brush 1 is a line tool or similar to a basic line tool. However, in this painting tool, brush 1 is the raindrop tool with randomness. This is not what I expected but it is interesting. I think the brush1 tool is an ink painting style tool. The head, length, and thickness of the "raindrop" can be adjusted by the drawing speed of the players. By using this raindrop tool, I wanted to create some pictures similar to traditional Chinese ink painting. I think I did part of it. If I could adjust the transparency of brush 1 I think I could complete an ink painting style drawing with different colors provided. I think the inspiration for brush 1 might come from painting on a tablet or a touchpad with pressure sensitivity and angle detection. But it is hard to replicate this function from a touchscreen to mouse and keyboard.
Prompt 2: This game is a painting tool. There are many interesting tools in this painting board tool. The random button could provide players a line with random color and thickness. The "black/red/blue" button can switch the color of the line between black, red, and blue. The third button can change the thickness of the line; the most interesting button is the mirror on/off button. This button enables the player to draw a mirror image on the bottom half of the drawing board while drawing. The special brush provides a brush that might be made by random function and a for loop, the special brush works well. However, there are not some buttons or functions I expected to exist in this project. For instance, I want to draw the mirror image with the special brush after clicking the mirror on the button and the special brush button(also not working if I press special brush first then mirror). So, I can only draw the mirror image of the standard line with different colors and thicknesses. Moreover, there is no eraser or clear canvas button in this painting tool. I cannot draw something new on the canvas unless I refresh the webpage. Also, I cannot erase some parts of my painting, and I can only clear the whole canvas by refreshing the webpage. I think the first special brush mirror drawing could be easily added by adding some if-else statement in the mirror function. The erase and clear function might need to create two new functions.
Prompt 2: Find the Princess has two key rules, one is pushing a box another one is instantly moving by the coins. You can instantly move to a coin when you are in the same column or row with a coin. And the most interesting rule I think is these coins. As a game with the maze, the most common solution is trying to find a way to the goal. But in this game, directly finding a way to the goal is difficult because of the boxes on the way. In this way, many obvious routes that players choose might be blocked by boxes. To decrease the difficulty of this game, the designer introducing instantly moving into this game. But it's not what I expected it would be, the coin did not significantly decrease the game difficulty. When I first teleport by a coin in the complicated maze of level 4, I deviated from the original routes I anticipated. So, I think the designer must have considered this situation that the coin is a double-edged sword which means the players should avoid potential teleporting if they do not want to. After that, I restart level 4 and rearrange the routes carefully-use coins to avoid block and prevent being teleported by coin accidentally. In level 5, the maze becomes more complicated, but I could use my experience got in level 4 to easily find a way out. Therefore, the teleporting coin mechanism completely changes the way of playing a maze game and the tutorial of level 4 is also helpful.
Prompt 1: The concept of this microban puzzle game is finding food or move the player into the goal. There are obstacles between the player and the food (except the first level). The player has to destroy the obstacles by pulling or pushing the object on the map. There are two differences between this game and the traditional Sokoban game rules. The first is the goal of these two games is different, Sokoban is pushing boxes into the goals, Hanger is moving the player into the goal. The second difference is there are three kinds of new blocks: static obstacles, obstacle destroyers, and the obstacles that can be pulled. The interaction between these three blocks introduces new rules. Like players could destroy the obstacle block by pushing other blocks to it and pull the obstacles to find a way to the goal. So, the small puzzles in this game are similar to other Sokoban games to some extend. You still have to think about how to push a block to somewhere on the map, but the differences are you also need to plan your route to the goal and you should pull some obstacles out of your route. Therefore, it is actually the player who decided which block is the goal of the box in the step in which the player finds the routes. This game takes me some time to find out which kind of blocks can be pulled or pushed. At first, I think all the obstacle blocks can only be pulled.
Prompt 5: The verb designer choose for this game are moving, exploring, pick up, and interacting. The title for this game is also the setting which is "Finding Red". So, you will explore the items in different rooms trying to discover the clues of 'red'. In the first room, after you control the turtle touching the broken glasses of the window, you will fall into the second scenario. This is like the hint that tells you there are unexpected exits on the map and you could not return to the previous room. So, you should examine and explore the items in the room carefully and try to avoid such a sudden exit. Then the next room has a sign indicating the position of a spirit, the rat. After controlling the turtle moving left, you will enter the house of the rat. The dialog of the rat is interesting because the designer uses different effects and colors. The side task of the rat is picking up a piece of cheese and take it to the rat, then you would get the clue of red. Then all the way to the right, open the door go outside, the red is inside a small forest. The base mechanism in this game is the verb I mentioned. And to my surprise, there is no lock or obstacles between different scenarios. I thought if the turtle does not bring the cheese to the rat, it may not pass through the door and go outside. Because there are many Bitsy games that add lock and unlock action.