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Title: Vanamodr Post by: Matthew Rundle on October 03, 2010, 07:17:22 PM (http://i2.photobucket.com/albums/y13/tocky/82392576.png)
download: http://www.box.net/shared/pcac7a3z5z This was done as a programming assignment for a game design course - the requirement was to tell a story through play - without text. It's a difficult platformer with procedurally generated levels. Occasionally it generates impassible obstacles - this is a bug. keys are enter to begin and z to jump. Title: Re: Vanamodr Post by: deathtotheweird on October 03, 2010, 08:24:58 PM jumping is very awkward, jump speed is too high and acceleration is too high-he just shoots up there. enemies just seemed to spawn wherever (in the ground, in walls), gravity had no affect on them and neither did walls.
unfortunately the difficulty doesn't come from the level design or enemies, but the poor camera system and the small width of the screen. returning that yellow whatever thing, it was really hard to see in front of me so I had to be very cautious. after I failed to make it back safely three times I just quit. way too unfair. not enjoyable creeping at the side of the screen, hoping I don't get surprised by an enemy. first rule about game design (not really), is make the core mechanics as enjoyable as possible. if the player is going to be jumping a lot, make it so comfortable that I don't have to worry about my jump, that I can just do it. if the main aspect of the game is avoiding enemies, make that as enjoyable as well and fix unnecessary frustrations like a camera that only scrolls if you're near the edge of the screen. |