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Tasmi Islam

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A member registered Sep 23, 2020 · View creator page →

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The Legend of Zelda: Breath of the Wild for Nintendo Switch - Nintendo Game  Details

What's Cookin!

In Breath of the Wild, it is encouraged that you cook meals and elixirs with the ingredients you farm while on your adventure. However, I think that this counts as a secondary system because you can survive by eating the raw ingredients. This may give you lower health restored, but the game is still playable for users that don’t cook. 

GIDDY UP!

Link also has the ability to mount on horses and tame them to speed up the journey. I count this as a secondary system because the player can still get around the land on foot, but it would just take them a bit longer. Horses are also found in specific parts of the map so the user is already getting around on foot more than riding horses. 

If cooking wasn't an option in the game, its not game over; however,  it would just make playing much harder. You would have to farm more since you’d be consuming your raw ingredients to restore your health. It would make fighting enemies more challenging because, as you progress through the game, the level of difficulty of monsters goes up.

This also would turn achievement and creative based players away from the game. Those that cook usually like to experiment new recipes and have a sense of fulfillment when they make something new for the first time.

On the other hand, not much would change if the player didn’t have the option to ride horses. Since for most of the game players are already getting around by foot, having a horse would just aid the player to get places faster.

However, users that play for immersion and mastery would think this is a system that belongs in the game. They strive for the rewarding feeling of being able to master riding a difficult horse and using them to battle enemies. It also may be immersive for those that have never ridden a horse to get a sense of how it’s like by playing.

Although Breath of the Wild has a crafting system for food and elixirs, I would want them to also have one for weapons. I think the gameplay would motivate users to explore more of the map to find rare items they can use to build weapons. I also think this would attract more players that are achievement and creative based since they can now experiment with making new weapons. 

(4 edits)

In the heart of every game there is a core mechanic that engages players into a looping sequence. It's the root of the game  and cannot be removed without ruining the player's experience. 

In Little Nightmares this would be movement and hiding. The series of movement and hiding in little nightmares aids the player in escaping certain situations that would otherwise cause them to lose. For example, in the janitor chapter, Six has to move around the arms and time correctly with which area is safe and out of reach from getting caught. The use of movement aids her to break the boards and crush the janitor.  In the chef’s chapter, the player uses the core mechanic of hiding to conceal Six in small parts of the kitchen so that she can get around and unlock the door. There are several spots made for hiding in this chapter and you have to use them to your advantage.

Get Your Move On!!

The movement system in Little nightmares functions as a core element in the game because you are constantly running from enemies. You have to dodge many enemy attacks and be quick on your feet so you don’t get caught. You can do this by sprinting or sliding under table to slow down chasers. 

Let's Play Some Hide and Seek

Hiding is another big core system in the game. Many times you don’t have enough time to run away from enemies or you are trapped but a locked door. This prompts the player to constantly hide until the enemy is out of sight. They repeat this action until finally the player has an opening to escape. 

As you can see there is repetition going on in the game:

- Enter a new room and move around to explore

- Hide from lurking enemies

- Run/ dodge from enemies if seen

This makes up the core system of the game and is what the player is constantly doing in the game. 


It Doesn't Stop There!

I would argue that defense can also be included as a core system; however, there isn’t much battle happening against the enemy. The player benefits more from moving constantly and hiding.

The main premise of the game is to be sneaky and not be seen. If you are seen you need to run away quickly or find a hiding spot. You also are not really given weapons to use, so you’re best option is using strategy. 

Teamwork Makes The Dream Work

You can even use a combination of the two core mechanics during the game. The best way to hide in this game is to be fast when moving place to place and crouch when appropriate. This tactic is used many times in the game and the player is able to move smoothly without getting caught.