Comments on: Anon101’s Game Feel Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/anon101s-game-feel-project-1/ Video Game Design and Architecture Fri, 17 Oct 2014 09:57:29 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: paintblade https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/anon101s-game-feel-project-1/comment-page-1/#comment-354 Fri, 17 Oct 2014 09:57:29 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1581#comment-354 -Essentially, the main issue I had was my troubles with the controls. Overall, the game is well made, and I enjoyed it. Good job!
-Interesting to make the aggressive/strong tadpole bigger than the dreamy/dizzy one.
-The aggressive/strong soundtrack does not sound very angry, but I love the dreamy/dizzy soundtrack. The texture is great too!
-The dreamy/dizzy tadpole was very difficult to control, but this is consistent with the dizzy feel. However, try not to allow dizzy to seem like totally random movement, or else the feel might conflict with the tadpole being fun to play.
-Excellent job with the jump for the dizzy/dreamy tadpole and the charge for the aggressive/strong one. Definitely brings out their true feels.
-When the tadpole is really high in the air, it falls too slowly and seems as though I cannot do anything about it.

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By: cloudkicker https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/anon101s-game-feel-project-1/comment-page-1/#comment-139 Wed, 15 Oct 2014 22:56:42 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1581#comment-139 1 – aggressive/strong
The character movement/object interaction is what gives me the most game feel here. I like how the character movement is a lot faster than in the dreamy state. Also the fact that collision with an object sends it flying way off makes me feel very strong. The textures/colors of the scene also help with the game feel. One thing I would do is perhaps change the speed of the ascent/decent while in agg/strong mode, because it seemed to me like the speed was the same as in the dizzy/dreamy mode. The dash effect helps with the game feel also, but again it seems to be also present in the dreamy mode so perhaps removing it from that mode or turning it down a little bit would help differentiate the two feels. Overall good implementation.

2 – dreamy/dizzy
I like the ambiance of the music/texturing here, they really help me get centered in the dreamy/dizzy feel. Controlling the character with any level of precision is HARD in this mode. However, you’re supposed to feel dizzy, so I guess that is exactly how it should feel! I like how the character is constantly rotating, so that even when you aren’t moving the avatar you still get that aspect of the game feel feedback. Also the fact that the particle effect is white vs black helps make me feel a little more lighthearted/dreamy. One thing I would change is perhaps make the movement in dreamy mode a little more “fluttery” or slow. But overall, very good implementation.

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By: wrobert666 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/anon101s-game-feel-project-1/comment-page-1/#comment-88 Wed, 15 Oct 2014 14:36:14 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1581#comment-88 I also had some trouble with the controls, although at times I think that was the point.

I have to say my favorite feature was the particle generator around the avatars. They did two things:

1. The color went a ways to set the Aggressive/Dreamy mood.
2. The way the flowed in general lends itself to an underwater feel which i think is what you were going for, so well done.

The Aggressive tadpole had the attribute you aimed for, and the size is evident in the way it takes up most the screen, I also like the charging action with the spacebar.

The Dizzy tadpole was definitely dizzy. It was hard to control and get your bearings and the circular movement in general really gives off that dreamy state. Although, it walks the line between dreamy and frustrating, dizzy is the goal but maybe a little bit more control will still have that feel and also make the players want to play more in that mode.

Both the songs and the atmosphere of both modes seemed to adjust the mood well, nice choices.

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By: inttruth https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/08/anon101s-game-feel-project-1/comment-page-1/#comment-84 Wed, 15 Oct 2014 06:40:28 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1581#comment-84 I think this looks pretty cool, although I had a bit of trouble with the controls.

Aggressive/Strong:
The music was an interesting choice. The environment conveys this sense of aggression for the avatar, but I don’t see the avatar showing signs of the feelings very much. I can see the avatar moving faster with the jump/dash key, The particle effect may be a bit unnecessary in this case; it doesn’t help with the game feel. To show signs of aggression, maybe the fins of the avatar could wiggle faster and the avatar could knock over the objects too. To implement the particle effect, maybe change the color of the particles to a more aggressive color. That way you can keep the particles and it adds to the avatar’s current behavior.
The controls make it hard for me to move around to see if I am able to knock anything down; the avatar is stuck at the top of the scene while the objects are at the bottom.

Dreamy/Dizzy:
I love the music, it even sounds like an underwater dreamscape. The environment helps to visualize that underwater dreamscape too (the texture looks great, the particle bubbles show that it is underwater). The avatar’s movements are much more unpredictable, as you said, and it adds a lot to the feeling of the behavior. However, the speed in this state may be a bit too slow to show an actual change in movement; it feels like the avatar is rotating in the same place. The jumping is cool, but since it is underwater, it could be replaced by dashing forward in a spiral, or have the camera spin. The particle effect seems to not help convey the feelings either.
Overall, I like the environment and music. The avatar can use sound effects when it bumps into things, and making the avatar navigate on more than just two axes could help in interacting with the environment.

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