Comments on: munkahunkus – Game Feel Project 2 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/munkahunkus-game-feel-project-2/ Video Game Design and Architecture Fri, 24 Oct 2014 04:39:06 +0000 hourly 1 https://wordpress.org/?v=5.2.2 By: duetosideeffects https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/munkahunkus-game-feel-project-2/comment-page-1/#comment-569 Fri, 24 Oct 2014 04:39:06 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2131#comment-569 The 2 avatars have very distinct controls, which really helps enforce the 2 ways they interact with the world.

The camera placement for the blue character seemed a bit confusing to be able to use for platforming. I really didn’t like the sound effect for the balls. They seem to be for some kind of savage creature, but just having the sound effect, they seemed like really loud giant boulders.

The player interactions definitely helped the desired game feel, but I don’t think the interactions with the other moving objects helped.

The loud balls make the second room really hard to navigate because they knock the giant cube away.

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By: bear https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/munkahunkus-game-feel-project-2/comment-page-1/#comment-547 Fri, 24 Oct 2014 04:08:47 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2131#comment-547 I was really confused by this game at first, but once I got the hang of it I actually had a lot of fun switching between the modes and exploring the little world you created!
I also really like how the textures and colors you chose for each feel matched really well with each other. For example, the strong character with the red lighting coming from it and the dark lighting conveys and strong and more serious feel very well.
Overall, your idea for how the characters move fit well with the feel you created for each character. However, I think the nimble player’s movement in the air could use tweaking. I felt frustrated when I couldn’t get the nimble player to jump onto the small area of the cube.
If you had time to add a short tutorial at the beginning of the game, I feel like that could add to the user really feeling like the player since they understand it better. If not a tutorial, then some sort of guiding route like we discussed in class when developers create paths with lighting, etc. to make the player do what he’s suppose to.
Also elaborating on how the actual player itself looks like between each game mode would help sell the nimble and strong feel.
Great job!

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By: kchen34 https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/munkahunkus-game-feel-project-2/comment-page-1/#comment-534 Fri, 24 Oct 2014 03:50:03 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2131#comment-534 I like the concept but the constant growling noises in the background were a bit annoying. The different game feels were very evident and I commend you on that, but there were a few other small details that I didn’t like that affected the overall gaming experience.

The first gripe I have is the camera. I would’ve liked to see a better, more intuitive camera. I felt as if the camera didn’t know when to follow me at times and didn’t show me what I needed to see to continue with the game. I don’t know if it was just me, but I had a hard time navigating through the game.

I also didn’t like that there wasn’t too much polish in the game. I understand we are not unity experts (most of us, anyway). However, I feel as if your game could have used a bit more touch. Again, I think I am just picking on details, but it they affect your gaming experience, they are important.

All in all, good job!

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By: baguettebaguette https://github.blairmacintyre.me/site-archive/cs4455f14/2014/10/22/munkahunkus-game-feel-project-2/comment-page-1/#comment-404 Thu, 23 Oct 2014 14:19:10 +0000 https://github.blairmacintyre.me/site-archive/cs4455f14/?p=2131#comment-404 I like this idea of a game. The different avatars definitely have contrasting feels. I love the floaty and nimble feel of the first avatar compared to the heavy aggressive feel of the second. It really helped lead me to know what I was supposed to do with each character.

I played this on a laptop without a mouse, which made controlling the camera really difficult. It would be cool if the camera view was a little more sensitive. I often got stuck facing behind the avatar which really threw off the feel of the character and my ability to progress through the level. I’m also not quite sure the purpose of the big stones rolling around chasing you throughout the game. It could be a really cool interaction if it added to the game a little more, but currently it makes me confused like I missed some aspect of the game. Maybe make them slower and if they hit you then you lose? Some added interaction like that would make me feel anxious and in a hurry to get away from them.

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