Weekly Contribution:
Leo's Adventure - Final code.
Leo's Adventure - Final code.
Created an eye animation for final boss cutscene
fixed - a lot - of bugs. (woohoo)
The Book Wizard
Game Concept
Pros:
The concept that I liked about this game is how they creatively designed the letter shapes into functions that can be made in game with a logical shape. For example, placing the H letter and tiling it vertically will make it look like a ladder. Another example is the letter J when being held, can either serve as a weapon to attack enemies. I thought this concept idea was really creative and unique.
The concept that I liked about this game is how they creatively designed the letter shapes into functions that can be made in game with a logical shape. For example, placing the H letter and tiling it vertically will make it look like a ladder. Another example is the letter J when being held, can either serve as a weapon to attack enemies. I thought this concept idea was really creative and unique.
Cons:
I remembered the first week they presented this idea, the
cons that I had immediately in my thought were hit detections. At first, for
the player to pick up the letter, use it to attack using the right hitbox, or
placing the inks to activate objects in the game require many precise hit
detections.
Design &
Innovation
Pros:
As I mentioned before, not many games out there that uses letter shapes to form an interactive object within the gameplay. Which I thought was quite innovative in the design. The artwork definitely attracts a cute-lover styled art mainly aimed for females or kids or to a certain extent, males.
As I mentioned before, not many games out there that uses letter shapes to form an interactive object within the gameplay. Which I thought was quite innovative in the design. The artwork definitely attracts a cute-lover styled art mainly aimed for females or kids or to a certain extent, males.
Cons:
There weren't really any design cons that I had towards this
game. Although when I playtested the game, I was a bit disappointed to find
they changed their concept a bit. It was previously using letters, picking them
up and using them each. Whereas now they use inks to activate functions for the
game.
Art Content:
Pros:
Art content is really nice for the game's purpose. The
soundtrack and color palette has a clear intended audience and it does give a
fun feel even before we play the game. It certainly can be more dramatic as it
is now, because I felt that it had little impact towards the character. With
the art style being well done, I felt the need to increase the player's
relation towards the main character. That is what I would do if I were to be in
the creation of this game.
Cons:
I love it. No Cons
Game Interface:
the game interface was made pretty clear. and the level
designs really helped me in learning how to play the game. Immediately when I
walk towards a beanstock, the character would push it, making it really simple
to learn. Also, as soon as the character (holding an ink bottle) reaches a
transparent letter, it lights up to full opaque hinting that it is now
interactable.
Compelling Gameplay
Experience:
As compelling as it was, I felt that the attraction mostly
came from the artworks. The movement was a mechanic that needed to be learned
as the creation team uses a certain time frame for the character to move. When
I press a move key, and release it a short while after, the character will move
the exact same amount of distance as if I release it immediately after pressing
it. This makes the jumping mechanic a bit difficult to master, and I'm pretty
sure not in the intended way. Because in a platformer, sometimes it feels nice
to jump right along the edge, or if we want to turn around direction in the
air. Through the game's beta code mechanics it felt difficult to do so as it
has small delays.
At first, the gameplay was engaging, but I felt that the
pace wasn't fast enough for me to keep me interested to play more. For the beta
code, the mechanics were only ink bottles, H letter as ladder, and pushing
beanstocks to cover jump distances. I felt that those three could really be at
most in 2 levels and not 4. Aside from that, a narrative addition to have
players connect more with the character would also be nice to have.
Technical Achievement
or sophistication:
As a programmer, I think the complexity of the technical
side is quite low. When I started this class, I had no idea how to use
gamemaker and thus having to learn it from zero. If I only compare the
technical side and not the artworks, I felt like what I created is much more
complex than what The Book Wizard has. All they had to do was to create a level
selection room, main menu, and actual gameplay which will be elaborated. In the
actual gameplay, they used many similar objects and mechanics such as
platforms, inks, H letter, or beanstocks, and character movements which are all
reused in each level. Not many new contents or objects are available yet in the
beta, even though they have complete levels.
Difficulty?
The overall difficulty of this game is rather low. Aside
from the movement mastery that I mentioned above, the game seems quite simple
and easy to learn. I may not be the intended audience since I do feel that the
challenge and pace was rather slow. To actually find out if it fits the correct
challenge level for its intended audience, the game has to be playtested.
Improvements:
Narrative, is the most important part I can say about
improvements. Making players relate and care more towards the main character.
Find out why he has to go through this. What is his goal? Why is he progressing
through these levels? Does it need to be levels? Why can't it be one big area?
Are just some sample questions that can still be answered to
improve the game experience overall.
Movements can also be improved so that it is more responding to change rather than using a small timeframe to lock a movement direction.
Movements can also be improved so that it is more responding to change rather than using a small timeframe to lock a movement direction.
Aside from those, I love the soundtrack and style.
Commercial Potential:
If the game were to be put on a store, I would definitely
browse over it , view the actual gameplay video and maybe not buy it after
seeing the gameplay. The concept does catch people's attention, but at the beta
code's point, I do not feel that it is enough for someone to actually use money
to play the game.



















