Hey, everyone!
I'm in the last stages of my masters thesis in interaction design. I am concentrating in game design for the project, and my perspective being the exploration of the design and development of experiences and how they change throughout a particular design process. More specifically, I'm exploring methods for designing around juicy feedback or "juiciness" and trying to explore how juicy feedback affects experience in games. This of course is a pretty broad concept and it's hard to have anything more than a vague description, when it comes to experience, but the whole project involves a lot of experiments, which makes it an interesting subject to look into... for me at least
For the final project of my thesis I developed a small game prototype - it started as a very simple idea, but eventually the overall design of it brought it to a "shmup" style of gameplay. I called it Biseibutsu - Japanese for microorganism or microbe. I called it with a Japanese name to hone the classic shmups, since I simply love playing those. I've taken inspiration from many shooter games, such as Ikaruga, Super Stardust Deluxe, DoDonPachi (one of my all time faves) and so on.
Here's a screenshot of the game:
Update:
- You can no longer kill the + units. They are now the enemy bullets. However if you have the same color shoot mode on, they can't kill you either, so that you can escape tough situations.
- The range of the enemy bullets is now much higher than before.
- The game is now timed - you have to survive a wave of 20 enemies and gather as much score as you can. Or you can survive it in a peaceful way
- The enemies will float for a while and then fly away.
- Both shoot modes are identical in damage and spread now, only the color is different, so that they are balanced, yet they are both useful depending on colors you want to dodge or if you want to rack up higher score.
- Release the fire button to attract the score pickups.
- Player can now move in all directions.
- Some visual changes.I need feedback on the visual and audio feedback the game gives. In other words, the way the game responds to your action or presence in the game. Do things such as the way the pickups fly around, or the way the enemies move or pop, affect your experience of the game in any way and if it does - how? If there is anything else in the game in the form of feedback that enhances or hurts your experience, please share them.I can't really offer anything else in return, than returning the favor at some point and of course, list you as a tester in the Acknowledgements of my thesis (if you want to be listed).
You can play an online version of the game here:
Biseibutsu Web VersionOr try the Win32 version here:
Biseibutsu Win32 versionOnce you have tried it out, you can leave a reply with your thoughts here, or fill out this one-question form, and please be as thorough as you can:
One-question formThanks a lot for taking a look and I hope you enjoy the game! If you have any further questions, I'll be more than happy to answer them!