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Close the AD

In this media-saturated era, what kind of End do you lead to? · By Komo12

Compare & Reflection - Komo

A topic by Komo12 created Nov 28, 2024 Views: 17
Viewing posts 1 to 1
Developer

1. compare the final version  VS  concept design:

Here's the latest level page, compared to the initial concept design. The new one is done in a minimalistic, functional way. And it emphasizes the theme of life stages. In order not to confuse the player, we have created a PLAYING GUIDE, which can be read by clicking on the question mark button. In this version, we have four endings. Trigger conditions need to be explored by the players themselves, and they need to understand the meaning and function of EMOTION VALUE by themselves.The new one

Concept before

2. Reflection:

Close the AD's gameplay is as easy to pick up as the name suggests, and falls into the category of light games. Through this project, I practiced UI design, including UX, effects for the first time. This also laid the foundation of the game's art style. I think the most successful part of the game is that the game has random probability and the exploration of the ending, and you can finish a round of the game (three levels + get the ending) in less than a minute. Of course there are shortcomings, some dynamic effects could be added to the playspace to make it more immersive, as if the player is actually typing for the document. If we talk about how to optimize this game, there is a unique point of optimization for our game. Compared to other games, we can infinitely and simultaneously add a bank of advertising assets for each level. You can make the appropriate ending based on the ads. In this area is something that can be optimized and added to forever. the UI and programming won't have a lot of follow up devlopment compared to ads with endings. this makes me feel amazing.

Extra, I've also taken the initiative to practice a lot of things about the game project, such as customizing Game derivative products. it's like making this project more formal and more real as a way to try to get a more comprehensive and serious experience with the project.

The help of the teaching team during the project really supported important guidance for our development efficiency and content. I learned some lessons about project management and the direction of optimizing the game, including thinking from the player's perspective. All of these will be very helpful to me in the future.

I am very lucky to have a group of teammates with skills, attitude and creativity! Everyone has a clear division of labor and never drops the ball. It was a very enjoyable project experience for me!