Comments on: Game Feel Project 1 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/game-feel-project-1/ Video Game Design and Architecture Sun, 16 Nov 2014 13:02:18 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: bossman https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/game-feel-project-1/comment-page-1/#comment-341 Fri, 17 Oct 2014 07:52:55 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1665#comment-341 I love your overall candy theme. It seems really thought out and is visually engaging.

To be honest, I’m extremely confused about the underwater setting. Even after reading your description I am rather puzzled. If I can move, there isn’t much feedback that it is happening. Perhaps allow the player to look around with the mouse.

I’m having a hard time judging your avatar movement because I don’t have anything to compare it to. Mode 1 doesn’t seem to do anything out of the ordinary.

The polish added does a tremendous job of adding to the overall feel. The music selection is spot on and the spinning candies make the world feel more joyful. I also love your collision sound effect!

Great work!

]]>
By: doomturtle https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/game-feel-project-1/comment-page-1/#comment-329 Fri, 17 Oct 2014 07:14:16 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1665#comment-329 I like the candy theme. I wish that the avatar lollipop moved with the giant spinning lollipops when you are standing on them. The underwater background and music do a good job of dreamy. In a way, falling forever conveys dizzy. The lollipop and candy theme make me feel joyful.

]]>
By: kloudy https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/game-feel-project-1/comment-page-1/#comment-189 Thu, 16 Oct 2014 19:28:29 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1665#comment-189 First of all, I’d like to say that I think it’s hilarious that you control a lollipop in this game. The music is a good indicator of which mood you’re in. I also liked how you changed the textures of the world in the different moods you were in. The sound effects were also pretty fun. The animation of the character’s head moving while dizzy also helped to sell the feeling.

At first I was a little confused when I went into dizzy/dreamy mode because I immediately started falling through the floor. But I actually think you meant to do this as part of the dreamy feel. Maybe you were going sort of a flying/floating feeling? For me it wasn’t totally clear. I think it might have been nice if you were able to control the character’s movement in dream mode as well.

]]>
By: gglppi https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/10/game-feel-project-1/comment-page-1/#comment-103 Wed, 15 Oct 2014 18:32:40 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=1665#comment-103 I really like the avatar idea — controlling a lollipop is amusing. The underwater atmosphere was also well implemented, though I felt like there should have been a way to swim upwards instead of falling forever.

The ‘dizziness’ added by rotating the lollipop head on a tilt was neat, but not super noticeable; I wouldn’t have seen it if I wasn’t looking for it. I think some additional camera movement, or perhaps some lateral swaying between the head of the lollipop and the stick, would have helped emphasized the effect.

I think the underwater mode does a good job of conveying ‘dreamy’, and the joyful&nimble mode does a good job of conveying ‘joyful’. The slow movement underwater, combined with the different background and lighting, really make a difference. ‘Nimble’ seems to fall a bit short because of somewhat jerky movement/odd collision, but I’ll take that as a problem with Unity’s collision system rather than an issue with the game’s design.

]]>