Comments on: cloudkicker’s P1 – Game Feel https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/cloudkickers-p1-game-feel/ Video Game Design and Architecture Thu, 16 Oct 2014 21:35:27 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: bordemin https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/cloudkickers-p1-game-feel/comment-page-1/#comment-203 Thu, 16 Oct 2014 21:35:27 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1655#comment-203 Strong/Aggressive:
The camera shake is really good.
The feel of running into movable objects is great.
I think it would be better if there were different sounds for running into the wall vs landing on the ground.
Would like a different style for the avatar or a more neutral style.
I love how the lighting goes in and out, that is one of the best parts in my opinion

Dreamy/weak:
The movement speed is too slow for how large the environment is. I get why you did it, I did the same thing on mine. Perhaps making the camera move slower than the player would give the effect that you are moving slower than you really are and keep the dreamy feel of not being able to move quickly.

I like how the avatar is styled for this mode.
Weakness is conveyed very well

Overall:
The music and lighting were great
The sound effects used were good, add a few more and its even better
The trail particles were great in the dreamy mode, would like to see some in aggressive mode too, leaving behind some flames would be pretty awesome

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By: boxiom https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/cloudkickers-p1-game-feel/comment-page-1/#comment-193 Thu, 16 Oct 2014 19:46:09 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1655#comment-193 This is one of my favorite examples of game feel so far and am thoroughly impressed by all of your polish effects. I was amazed how different you could make the avatar and level feel just by changing the textures and behavior.

The particle effects in both scenarios go a long way in achieving your purpose and the camera shake and speed of motion go in tandem as well. I liked how strong you got the player to feel but found it strange as some objects made of stone flew away from me while others stayed completely stationary. Sometimes jumping on other objects acted a little glitchy. The dreamy feel was properly conveyed through the scene but despite being weak I felt as if the avatar should have been a little more floaty.

At this point I’m just nitpicking but I think you did a great job on this game and more specifically achieving your game feel.

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By: thievenstealburg https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/cloudkickers-p1-game-feel/comment-page-1/#comment-155 Thu, 16 Oct 2014 01:30:59 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1655#comment-155 This was probably the best prototype that I was able to demo. The strong/aggressive character was really well done. I thought the sparks that shot out when you landed after jumping or collided with a wall were a very nice touch and gave a feeling of weight to the character. The music in the background and the ability to push balls out of the way also helped to convey the sense of aggression. The pulsing red light was also very neat. 2Very well done!

The weak/dreamy character was also well done. I thought the trail that followed the character was really cool. The slower movement and less responsive controls gave off a feeling that the character was acting light and felt dreamy. The music in the background also added to this because it felt relaxing and nice.

Overall, great job!

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By: inttruth https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/cloudkickers-p1-game-feel/comment-page-1/#comment-81 Wed, 15 Oct 2014 05:23:59 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1655#comment-81 Strong/Aggressive:
The implementation definitely fits the assigned game feel. The music, environment, and lighting definitely fit along with this, and the crazy colors on the avatar convey this feeling as well. The collision with the objects in the world is fine now, but maybe making the effect of hitting them could be a bit more dramatic (having them fly across the room would be so cool). But this is very well done. Great job!

Dreamy/Weak:
This is implemented well too! The avatar is a little too slow though, and I can’t jump over some of the things in the scene. A higher jump or a double jump with a floaty descent could add more to the dreamy game feel.
All of the sound effects are great, and I love the music choices. They fit well with the game feel. Even when g is pressed, the feelings are expressed very well. Again, great job!

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By: idlapacjt https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/09/cloudkickers-p1-game-feel/comment-page-1/#comment-78 Wed, 15 Oct 2014 03:57:12 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1655#comment-78 Strong/aggressive:
Nice camera shake and debris combo – well done
I really like the feel of running into walls in this mode
Great object interaction
To me it sometimes feels weird that the ground and platforms produce the same sound and interaction when landed on because they look so different

Dreamy/weak:
I get that slow is helping with both dreamy and weak, but it’s almost too slow to the point that it’s not fun anymore, a little more speed or just a higher top speed with slow acceleration could help
I really like the trail renderer
Just an observation, some of this feels like snow – pretty cool
I definitely feel weak trying to push this stuff around

Overall:
Good music and lighting choices
Good sound effects
Game feels are well maintained when you press ‘g’
One suggestion – it looks like some of the dreamy feel overflowed into the visual appearance of the strong/aggressive feel. I really like the ground texture (goes great with the camera shake) in that feel, and it doesn’t fit super well with the other stuff around it.

I don’t have a lot to say because I think this is really well done. Perhaps more game elements like goals or rules would enhance the game feel, but overall great work in my opinion.

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