Lens #31: The Lens of Challenge
-What are the challenges of the game?
Using careful thinking and good timing and jumping skills to complete the levels.
-Are they too easy, too hard, or just right?
At the moment, they seem just right, but they lean towards a little too easy.
-Can my challenges accommodate a wide range of skill levels?
Of course. People with high skill can play the game already, while those with lower skill can learn and slowly get better at the game.
-How does the level of challenge increase as the player succeeds?
Harder levels, more enemies, tougher challenges overall. The game will get harder as the player progresses, throwing more and more curveballs their way.
-Is there enough variety in the challenges?
Each world has different challenges. The Polar areas feature slippery sections, water, and orcas, while the Desert requires you to jump on crags of rock and dodge around cactuses.
Lens #34: The Lens of Skill vs. Chance
-Are my players here to be judged(skill) or take risks(chance)?
The game is supposed to utilize skill over chance. While the player can take a risk to try and find a solution and way to the end of the level, there will be a point where the player must utilize their skill to get through.
-Skill tends to be more serious than chance. Is the game serious or casual?
The game is casual- while there is skill required, it is not an extreme amount of skill- the controls are not overly complex. This game is similar to other platformers- careful jumping and dodging is all you will need.
-Are parts of the game tedious?
The game itself is very straightforward. Under very rare circumstances will there be requirements that could be felt as "tedious"- there will most certainly be elements to liven up those situations, such as enemies and environment.
-Do parts of the game feel to random due to chance?
The game has a storyline, set enemies and levels, and hardly any luck whatsoever. There is little room for chance to appear, so it should not affect the feel of the game.
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Lens #35: The Lens of Head and Hands
-Are players looking for mindless action or intellectual problem solving?
The goal for Ice Cap Hustle is to combine both so that the mind and the hands have to work together to achieve success. The quick thinking and maneuvers the player must memorize, as well as the quick hands and motions the player has to execute, make this plaformer interesting.
-Would adding elements of puzzle solving make my game more interesting?
There are a few puzzles to solve, such as finding and using keys in city levels, or moving certain blocks in others, but other than this, puzzles are scarce. This is an action game, and bogging it down with too many puzzles would result in the game losing some of the things it was designed to be.
-Are there areas where the player can relax and play the game without thinking?
There are thoughts for a library mode where the player can replay all of the old levels they've already completed, but for the most part, it's an action game that requires quick thinking. However, extreme critical thinking is not required for this game most of the time.
-If 1 was Physical and 10 was mental, what would this game be?
Probably a 4-5. While the thinking is important, a slight edge has to be given to the physical portion of the game. You can figure out a path to the end of the level as many times as you want, but you have to execute it to complete said level.
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