Lens # 48: The Lens of Accessibility
- How will players know how to begin solving my puzzle, or playing my game? Do I need to explain it, or is it self-evident?
- Does my puzzle or game act like something they have seen before? If it does, how can I draw attention to that similarity? If it doesn not, how can I make them understand how it does behave?
- Does my puzzle or game draw people in, and make them want to touch it and manipulate it? If not, how can I change it so that i does?
The player will receive obvious cues on what to do- our game is straightforward, with a trail of platforms leading you to where you want to go. If the player follows the pathways, as well as learning where they have to go and how they get there, they should be able to pick up.
The game is a platformer, so players who have experienced platformers before should understand the game very easily. The similarities include platforms, straightforward levels with a goal at the end, various enemies and obstacles, and other elements often found in platforming games.
The game draws people in because it is first person. While the player controls the movements of Simon, they are viewing the world through his eyes, and indirectly, their own. Third person games are very good, but a first person game can really help the player get immersed in the experience.
Lens # 49: The Lens of Visible Progress
- What does it mean to make progress in my game or puzzle?
- Is there enough progress in my game? Is there a way I can add more interim steps of progressive success?
- What progresss is visible, and what progress is hidden? Can I find a way to reveal what is hidden?
To advance and make progress in the game is shown by how far you advance in a level- the further you get through the level, the more you have advanced. The player can see their progress as they accomplish it, and use their past experiences to figure out what they have to do.
There is enough progress in this game- signs of progress aren't very common in platformers, aside from how far the player has gotten to completing a level. The signs are progress are shown to the player as they play through the game.
There really isn't much progress that is made to be visible, as the progress is defined by how far the player gets and how far they continue to go. The only real progress bar is the percentage of the game completed, which can easily be expressed in a simple image of sorts.
- Is there a way all the pieces of my puzzle can feed into a singular challenge at the end?
- Big pyramids are often made of little pyramids – can I have a hierarchy of ever more challenging puzzle elements, gradually leading to a final challenge?
- Is the challenge at the top of my pyramid interesting, compelling, and clear? Does it make people want to work in order to get to it?
Certain levels may feature minor tests, such as unlocking a door, or pushing something so you can jump on top of it. However, this is not a puzzle game, so there will not be too many levels designed this way.
The puzzle elements (or levels in general) do gradually get more challenging, as is the way of a platforming game. The levels and challenges within them will gradually get harder and harder (the first world will have simple jumps and pathes- the next will feature more difficult maneuvers, and they will continue to rise in difficulty). The end of the game will feature the hardest challenges yet, making it the top of the pyramid of levels.
The final challenge is planned to be an amalgamation of everything learned in the game up to that point, featuring things such as risky jumps, powerful enemies, and risky maneuvers
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