Comments on: Valirek’s Game Feel P1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/ Video Game Design and Architecture Sun, 16 Nov 2014 13:02:06 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: mjp14 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/comment-page-1/#comment-356 Fri, 17 Oct 2014 10:51:52 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1674#comment-356 I love this submission a lot. The game captures the described feelings of Joyful/Weak and Aggressive/Strong so well with each mode, especially with the second more for being aggressive. In the mode, everything from the hurried steps, to the smoke coming from the character, to the camera shakes and *thud* feeling that you get when the character lands from a jump all work together to give an easily recognized feeling of aggression. There isn’t much to be improved on this is example as I feel it meets the requirements in a very simple way but is still polished nicely. Only gripe I really had with the game was the choice of music for both modes. Both happier and more intense songs could have been chosen for each mode.

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By: happypandafrand https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/comment-page-1/#comment-304 Fri, 17 Oct 2014 05:55:15 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1674#comment-304 The great thing about this game is that the pairs of traits are very obvious. I did not look to see what the traits were before I started to play to see if I could figure them out on my own and only after a few seconds I was able to guess the correct traits on the first try. Also your scene is nice and small so finding out all the possible interactions between the character and its environment was quick and easy which made it more fun to mess around with the game.
To be honest there isn’t really much to improve on. I instantly felt the characteristics of game feel you were trying to portray and the effects that you’ve added in look and feel great. Overall great work, I can’t think of anything else that you could have added in that wouldn’t have been overkill.

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By: chromious https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/comment-page-1/#comment-300 Fri, 17 Oct 2014 05:17:46 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1674#comment-300 This is pretty awesome. I like the cartoony feel of the game, with the added effects of the music note over your avatar’s head, stars when the weak avatar runs into a wall, sparkles when he jumps, kicking up dust when he runs and puffs of smoke to show he’s angry. You also portray being weak or strong in a fun way by having your avatar either break through or bounce off of walls he jumps into. There’s so much polish in here I’m not even going to try to comment on all of it. One thing I will point out that felt slightly unnatural was when your aggressive avatar breaks through characters or walls, it didn’t make sense to me that he would only break them when he was jumping. Just a small thing though, this is overall extremely well put together.

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By: norigantz https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/comment-page-1/#comment-296 Fri, 17 Oct 2014 04:55:17 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1674#comment-296 The animations on the character, the particle effects, the sound effects, the music, and the character behaviors/abilities all contribute very well to your desired choices of feel. But you already know that. That’s why you did those things. I will try to remain interesting, however.

One of my favorite parts of this is how you can bonk on the walls in Weak mode. At first, I didn’t notice this and thought Weak was the weakest (heh) part of your prototype, but after I figured that out, I feel that you’ve covered all the bases in terms of conveying the character’s qualities. I still think that Weak has the least amount of tells. If you wanted to add more, maybe the character could get knocked on his butt by the NPC’s or walls.

There is a very specific control thing I’d like to talk about too. I do realize this isn’t necessarily what the assignment was about, but I feel it’s just as important to discuss. I notice that you can influence your jump arc slightly, but it feels like there should be just a little bit more of this. I find it slightly hard to land precisely where I want (on top of NPC’s as Weak).

There are related, but slightly different, jumping bugs. A simple one: going from walking to falling (without jumping) does not set the character to being in the air, so the character can jump in mid-air doing this.

A less simple one: if you hold forward or backward in the air and then continue holding it as you land, you skip the acceleration phase of movement and go straight into maximum velocity in the held direction. I noticed this was uncomfortable mainly when I overshot a jump and compensated by holding backward to decelerate in the air, then when I landed on my desired cube, I would still be holding backward for a second but would run off the cube instantly. I realize this behavior is actually nice for moving forward and jumping during movement, so it might take some more detailed logic to get all of the jumping “perfect.”

And yes, I am aware that these are nitpicky things, but that is all I am left to talk about when you do such a good job!

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By: cloudkicker https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/comment-page-1/#comment-172 Thu, 16 Oct 2014 04:50:15 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1674#comment-172 Yo I didn’t even need to critique this one, but I just wanted to say this shit is awesome. Easily one of the most polished P1 games. Good job dude.

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By: nintendo424 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/1674/comment-page-1/#comment-161 Thu, 16 Oct 2014 01:55:37 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1674#comment-161 This one is one of my favorites. It shows off everything so well!

The joyful and weak character is shown off well, with the colors and interactions with the other objects and characters helping portray it well. The animations are done well, and polish effects for the jumping and bumping is great.

The aggressive and strong mood is great as well. Being able to push blocks, crush the other animals/characters, and destroy walls really shows it has strength. The polish, like the textures and music are amazing. Really good job.

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