Third game prototype for my CART 315 class. Make sure to open the Prologue scene first.
- Heavy focus on balancing narrative and combat
- “Feel-good” combat, with satisfying responsiveness
- Integration of voice lines and accompanying animated text
- Replayability, with moments of reprieve for proper pacing
- Is it possible to make an (at least mildly) ethical ultra-violent game?
- How can we use calm and/or proper narratives to counteract this?
- Use of gameplay “momentum” to sway player emotion
Entry 1
- Focused mainly on player and enemy creation
- Sprite animation and particle effects tweaking
- Basic movement
Entry 2
- Added text effects and made them animated
- Added tile maps, and procedural tile generation
Entry 3
- Added enemy movement
- Lot of combat balancing and combat feel tweaks
- Added music, enemy spawner, and wall of death
Entry 4
- More work on text popups
- Started adding voice lines and sanctuary area
Entry 5
- Finished sanctuary and game loop
- Added and integrated voices
- Added prologue and helper UI
- Is the game too jarring when transitioning between the “calm” and “violent” sections?
- Does the music transition well?
- How does the combat feel? Rewarding? Impactful?
- Is the game too difficult? (also curious what high score playtesters were able to get)
- Are the sound effects (e.g. monster sounds, voice lines) integrated well?
- Should the game have more narrative? Less?
- Transition between areas was a bit jarring, could be solved with a manual confirmation
- Enemy health bars are not displayed, which made combat feel not as rewarding
- No indication of player damage
- Jumping is currently useless
- Could definitely be made harder
- Music transitioning was very good
- Voice lines were implemented well
- Enemy knockback is satisfying
- More narrative should be added, but not necessarily all at once
- Combat can be made to be much more diverse
- Different enemy types
- Different weapons
- Platforming?
- More visual cues all around