Personal View on the Pitches

Today the different groups gathered to show their pitches for the space shooter concepts that we have been working on for the last five weeks. I took small notes during every other group’s pitch which will be presented below. Keep in mind that these are my subjective opinions, and each text is written during or just after the pitch was presented. There is also no text on the game ”Green Warden”, since this was from my group and I concider myself too bias to give a fair impression of the pitch.  I apologize in advance if I got any of the titles wrong.

Mall Rat

  • Looks like Hot Line Miami
  • But stealth
  • Are there any redeemable qualities to the narrative?
  • Stealth and time as one feature?

Possibly a fun little game, but not sure how long it could keep the player’s interest. Stealth and stressing usually do not work too well together, which makes me wonder how well the game will handle this. Also, since I am a person with a lot of interest in narrative and setting I cannot help to wonder if there are any good qualities to the story, or if it is only about a bad person ruining other people’s days to satisfy his own addiction.

Magic Writer

  • Typing of the Dead?
  • Most likely banned in china due to Panda violence
  • Educational game
  • Quick but endless?

Relatively unique concept with a strange kind of gameplay, with a good variation of typing and space invaders. Well-presented gameplay which did seem to have more of a charm than what I would expect from an educational game, but also a bit confusing in how exactly it works. Difficulty seems really hard to balance correctly given the chosen audience.

Bandolier River

  • Finally a nice setting!
  • Beavers?
  • Technology seems to grow far past the initial level really fast
  • Well-planned marketing

While the narrative was very interesting at first, I did lose a bit of my interest when the narrative suddenly began to derail in a very strange matter. The gameplay itself seemed quite fun and could likely be enough to keep the game going. The monetization method seemed well planned and researched, even if the possibilities of pay to win or pay to play sounded worrying.

Desert of Tombs

  • Noire with ghosts?
  • How come all the prisoners he caught not only died but also ended up vengeful ghosts?
  • Ghosticide
  • Hardcore gamers, Zelda fans, and the Ghostbusters. Quite a spread-out audience!

Unexpected jump from a narrative focused intro to a very gameplay focused presentation. Gameplay seems like it risks getting repetitive. The clue systems seems like an intriguing mechanic, which is the thing that seems the most likely to make one keep playing. How did ghosts become a core part from the terms of Desert Noire? Does the story continue past the initial narrative?

Ambient Pressure

  • Light based gameplay?
  • Very limited vision
  • No way to fight?
  • Audio warnings

The game seems to be creepy and with a focus on planning and reacting. Good variation on map and with the enemies. Gave the impression of being mostly focused on good sound design. Good audience choices. Why does every sea creature hate you? Is there a reason all creatures react so strongly to light? Why are deep sea creatures blind in darkness?

Mole Munch

  • Blinded when above surface
  • Mole hunted by men
  • Grab different plants

Confusing and a bit tricky to keep up with what was said, leaving me mostly unable to tell if the concept is good or not. The chosen audience did however seem to fit quite well with the style of game. What exactly was the goal?

Chandeleira

  • Sudden museum floor holes
  • A 2D Alan Wake?
  • Thematic floors with their own styles
  • Narrative and gameplay overlapping
  • Puzzles

Unclear what the gameplay itself was about, vague explanations. Interesting narrative and setting even if I do wonder if there would be a proper story. I personally found the idea of museum floors allowing different eras to appear in the same game without any strange explanations. What is the main mechanic of the gameplay? How will the story unfold?

Gungineer

  • Fight an army of robots
  • Take down generic evil cyberpunk company
  • Ego-meter, for all your scientifical ego measuring needs!
  • Puzzles for hacking?

What I assumed for this that it is a Dungeon Crawler, in the future. The gameplay seems to be about destroying and messing up machines belonging to the evil company while your ego grows in the process. Enemy designs look nice and simple. I got to wonder, why is the company evil? What exactly does your ego bonuses give?

Culture Clash

  • Teleport to move
  • Subculture worms?
  • Speedrunning

Odd kind of gameplay that seems like it would be quite unique. The teleportation methods should allow puzzles that are very different from what people are used to. Little unclear exactly who would be the main market. Palette swaps when hit seems fun to watch.

Day of the Piñata

  • Mexican style, aesthetics directly reminds me of Guacamelee
  • Revenge of the Piñatas!
  • Growth and shrinkage based on consuming and releasing snacks
  • Destroy stuff

The gameplay seems to have the possibility for depth without needing complexity. I personally find the cartoonish Mexican art style to be very likeable, and as far as I know It is still quite an uncommon style. The choice of audience seemed to be well planned. How does the story proceed? What will the late-game be like?

Fancy Mansion

  • British alright!
  • Extremely limited vision
  • Sound effects showing the way
  • Boomerang robber

This being the third game today focusing on a lack of vision likely jades my impressions slightly, and made me a bit less interested in the concept at first. The Rip-o-matic did however work well when it came to perking my attention, more due to the video material choose than the video itself since I could not really connect it with the game. The gameplay does sound unique enough to get people to test the game.

Heartbeat Bat   

  • Bat heart, bad heart
  • Sonar vision
  • Pacemaker bat, keep power up
  • Trolls trolling

Another game about limited vision. The font chosen made it really hard to read when sitting in the back of the room, leaving me unable to tell what the High Concept actually was. The game itself has a nice art style and setting might win over a lot of players, but the presentation failed to sell it to me.

The Last Signal

  • Claustrophobic alien fighting in a zero-gravity location
  • Uses cutscenes
  • Limited power in spacesuit
  • Jetpack

Momentum remaining sounds like an interesting feature which should spice up the game. Limited power might be tricky to balance with the momentum, but could make for a good challenge in gameplay. Not entirely sure if the target audiences were the best for this game. If the Male Alien can split into more, how come the ship is not filled before the player arrives? Where does the telephone come in?

Monsieur Singe

  • Space Invader?
  • Gentleman and primate at the same time, confusing
  • Releasing beasts

A lot more like a standard space shooter than most concept today. While I can see the appeal of the game and the risk-reward systems, the art style and mechanics are not jelling with me.  15 to 16 years old and playing flash games seem to be a very limited audience. Will the screen always be as cluttered as it is in the example?

Dragon’s Song

  • Guitar hero
  • Dragons fighting Aliens?
  • Musical dragon
  • Sound wave based combat

So a guitar hero style game, but with a dragon battling aliens with music? Quite an odd mix of ideas, which did catch my attention and made me want to know more. Well listed audiences, I do not have enough knowledge of the chosen groups to guess if it would be the right ones or not. The controls seem quite tricky to understand. How will the game teach the player how to play? Does the screen explode every time someone plays, and if so, who will pay for a replacement?

About Stefan Ekdahl

2014  Programming