Comments on blogs – August Demirsson

Blog comment #1:

Hello Teddy!

I think you did a really good job designing the level of your game, and how you are slowly introducing the mechanics to the player instead of brute forcing him/her into combat right away.

The way you introduce the player with how the light works and how it makes things visible with the pole for example is really creative. Then you carry on by forcing the player to move out of the starting area to immediately fight the weakest enemy so that the player is forced to attack the enemy and learns the enemies attack and move pattern. If by any chance the player does get hurt by the enemy you implemented a health pack just by the scene so that the player doesn’t have to start his/her adventure with a damaged boat which is brilliant!
Lastly you force the player to make a movement decision in the game, whether he/she should move to the left or to the right. After the player makes this decision the real adventure starts and the game begins.

This way you let the player interact with all the different mechanics in a relaxed environment before the real game begins, so there is no confusion going on, that’s why I think you did a great job designing your level and how you introduced the mechanics to the player. Great work and great text!

Keep it up!
/August

https://teddychavezalcarraz.wordpress.com/2018/02/08/level-design-tutorial-through-gameplay/

 

Blog comment #2:

Hello Hampus!
I think you did a great job in re-designing your fog in order for the player to feel a sense of progression. I guess before you re-designed how your fog worked the game was pretty stale and the gameplay didn’t different at all in the different stages of your game.
By making the fog thicker and thicker to a point where the player barely can see in front of him/her makes the game harder the further you progress. This makes the player feel like they are making progress and getting deeper into the heart of the ocean, where they can potentially find a boss in the end. Just be careful of not making the game too hard and frustrating by also adding too strong enemies in correlation with how little vision you have.
Might make sense though if you are making a high-score game, otherwise having too many and hard enemies killing you right before the boss might become a little bit frustrating. Other than keeping that in mind I think you did a great work, good job!

Keep up the great work!
/August Demirsson

https://hampusbgame.wordpress.com/2018/02/15/fog-and-darkness-system/

 

blog comment #3:

Hello Kristina!
Glad to see that scrum has been working for you and your team. I can see that scrum has helped your team to structure the work/workload and that you guys have been able help each other to find solutions when problems appear.

I can imagine that at the start of the week making clear goals to complete by the end of the week makes it a lot easier to know what everyone should be doing during that given week. Also with daily meet ups it’s nice to see that everyone has been doing something the day before and if someone is stuck it is possible to find a solution for it quickly instead of him/her presenting the problem the next time you would have met which could have been a week later if you didn’t have daily meetings.

Glad to see that everything is going smoothly! //August Demirsson

https://kristinastiskaite.wordpress.com/2018/02/22/3rd-post-working-with-scrum/

 

blog comment #4:

Hey there David!

I like how you have divided the game into three segments, one to introduce the player, the second to overwhelm the player with enemies to test their skills and in the third a boss. I remember from the playtesting your game that the player got overwhelmed by enemies quite early and did not have the skill set yet to be able to defend themselves. If you have not already made tweaks to that it would be nice with a little bit longer introduction segment that gradually becomes harder and harder until the second segment begins.

I agree that tutorials in simple games that we are making are not really needed, a quick and simple “how to play” keyboard layout should be more than enough.
Hopefully you have the time to implement the boss! Would be awesome to kill a boss with a flying ship, that would make you feel like a real champ.

Good luck with the rest of your game! //August.

https://davidastromgame.wordpress.com/2018/03/01/level-design/

 

Blog comment #5:

Hello Simon!

It is great to see that playtesting has helped you guys develop a better game!

I like how you guys stood by the play-testers and observed them. Writing down what they thought were clear and unclear so that you guys could fix the problems that appeared later on, not only relying on the answers from your questionnaire, smart move!

A tip for future blogs is to let the reader know what game you guys are actually making and make a small summary of your version of it so that the reader might recall playtesting it. By the text, I can see that you guys made a game based on Umibozu I’m pretty sure.
It would also be great to see some pictures of design improvements you made after the playtesting! Before and after pictures.

All in all, a good post and great to see that you, yourself also realized how important playtesting is. Good luck with the rest of your game! //August

https://gamedesign167136938.wordpress.com/2018/03/09/playtesting/comment-page-1/#comment-6

Blog comment #6:

Nice to see that you learned something from this course. Even though it was stuff that you shouldn’t be doing rather than the opposite.

I agree with the statement that games should not be worked on in the last possible moments as new bugs can appear as you try to fix other stuff, making the game even more buggy than before. Coding needs time to fix all those issues and under time pressure it gets even more stressful to fix new bugs.

Good to see that in the future you want to make your voice heard even more, as a designer I can relate to the difficulty of being heard sometimes!

Hopefully you guys will be able to send the game in as soon as possible if you weren’t allowed to do so last week after the deadline, stuff like this can happen to the best of us!

Good luck in future games!

https://tims0n.wordpress.com/2018/03/20/postmortem-of-our-first-game/

About August Demirsson

2017 Game Design