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TIGSource ForumsDeveloperDesignHow to make an Arcade game fun
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Pako
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« on: February 08, 2023, 03:18:04 AM »

So, I'm working on a new project, and due to the nature of the game I don't want any levels or dungeon exploration.
I want to focus on a simplistic style of gameplay, but I'm wondering on how to keep the player hooked.

Any suggestions on how to achieve that?
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kason.xiv
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« Reply #1 on: February 09, 2023, 08:26:53 AM »

watchu talkin bout boi  Crazy

You say "due to the nature of the game" - what's the nature? what kind of game are you planning to design.
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michaelplzno
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« Reply #2 on: February 09, 2023, 08:31:40 AM »

There are a ton of simple games that are fun, but without specifics I would say use your intuition and experiment with various ideas that come to you.
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Pako
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« Reply #3 on: February 09, 2023, 11:37:40 AM »

watchu talkin bout boi  Crazy

You say "due to the nature of the game" - what's the nature? what kind of game are you planning to design.

A simple arcade type game. You know, no level progression, like shoot-em-ups.
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Thaumaturge
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« Reply #4 on: February 13, 2023, 01:50:14 AM »

Well, one idea might be powerups: they provide a dash of collection to the experience, as well as a hint of progression or variety (depending on the specifics of the powerup) within a run.

That said, I do feel that "simple arcade type game" is still a bit vague: "Paperboy", "Galaga", "Breakout", and "Pac-Man" are all "simple arcade type games", for example, but are all pretty different. So, what sort of game, specifically, did you have in mind? Or is that not yet determined?
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michaelplzno
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« Reply #5 on: February 13, 2023, 10:29:32 AM »

PLZNO - POWERDOWNS is what people want, you collect objects that make you slower and weaker till the game is impossible to beat.


YEEEEEEEEEES.

 Waaagh!
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« Reply #6 on: February 26, 2023, 05:29:59 PM »

You like shoot-em-ups? Just a few days ago, I played Atari Star Wars for the first time. The ability to steer a spaceship from a first-person perspective is mind-blowing for a 40-year-old game, and the pacing kept me hooked. The first time, I died after a couple minutes. I came back an hour later and blew up the Death Star twice on a single credit. It feels so awesome that it becomes muscle memory pretty quickly.
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