Platformer:
I played the Sloder Game: Island Adventure 1. There were qualities that I liked as disliked about this game.
I liked:
- The simplicity of the 2D
- The simple backgrounds - this was a nice sense of game space
- The health and stamina bars- this showed that there was a cost when you encountered a failure
- The use of the map to navigate and find ways around the monsters - this created the use of more than one skill from the player
- The character did not jump very high, so I fell into the lava and died a lot
- When you died, you had to start back at the previous level
- The navigation on the keyboard was not very smooth
- It was difficult for me to move my person, so I got frustrated easily
- The monsters were not very realistic, so they did not add that much of a rush when encountering them.
Based on the level of frustration I encountered while figuring out this game, I don't think it's the kind of game I would like to make at this time.
Retro Arcade Game:
I played the retro arcade game: Mother's Day. This type of game is very similar to the Mario game that I grew up playing. I never really made it in gaming past Mario, so this is what hits home for me.
I liked:
- The familiar Mario feeling of the game
- The simplicity of the 2D made for a good game space
- Being able to use "w" to jump - this made it easier to control the character
- You had three lives to lose before you had to start the game over from the beginning instead of the level that you died at - this created a cost for failure, but not an instant game-over
- The monsters do more and move in different ways, adding a sense of danger and adrenaline, and adding a variety of challenges
I did not like:
- The background had bushes or plants that were hard to distinguish from the bushes/plants that were bad if you ran into them. This was a poor game space.
- Level three was hard to get through because there were so many monsters and light beams coming at the character. There was not the proper preparation before the challenge to ensure the player would be ready for this type of challenge.
As of right now, this is the type of game that I would like to create.
I played the game, Help Your Father, by deathhoundahd. This was a difficult game for me. Even after many tries, I was not able to complete the mission. It took me a while to figure out that instead of a health bar, there was a health circle by the character's head. Although it was difficult, there were some take-aways that I enjoyed.
I liked:
3D Mission Creator:
I played the game, Help Your Father, by deathhoundahd. This was a difficult game for me. Even after many tries, I was not able to complete the mission. It took me a while to figure out that instead of a health bar, there was a health circle by the character's head. Although it was difficult, there were some take-aways that I enjoyed.
I liked:
- The 3D format of the game. It gave the game a more realistic feeling. This increased the adrenaline of being attacked by a bad guy.
- The 3D format also allowed the character to do more. The character was able to move in different ways, unlike in the 2D games. There was a range of required abilities.
- The character also made sound effects when he ran into the wall. This gave the game a more realistic feel.
- Being on a mission, instead of just trying to get through a level. There was a solid core mechanic.
I did not like:
- The controls used to move the player. I found it difficult to aim the direction of the character with the mouse and also have to press the arrow keys to make the character move. This made it very difficult to aim and shoot at the bad guys.
- I wasn't crazy about the view from the top. Along with the controls, this made it difficult to control the movement of the character.
- I thought that there were too many laser beams. This made it take a lot longer to get through the maze. Even once you had to restart multiple times, the lasers beams really slowed the process down. I don't think they should be taken out, I just could do with less of them.
I would like to create a 3D mission game, but I would definitely rethink the way to control the character.
I played the game, Very Easy. This was the Ship choice from the Sploder: Shooter quest. This game was really fun for me. The feeling and look of the game reminded me of Minesweeper.
I liked:
Shooter:
I played the game, Very Easy. This was the Ship choice from the Sploder: Shooter quest. This game was really fun for me. The feeling and look of the game reminded me of Minesweeper.
I liked:
- After I figured out how to manage the controls, they made the game more fun. Your movement was more free and you could go in circles. This provided a range of required abilities.
- I liked the ability to bounce off the walls without it not hurting your health.
- I really enjoyed the 2D format and background. It made it less frustrating when you got attacked and died. It had a good game space.
- You could attack a spider-looking monster when you were ready. This created preparation before the challenge. You started with no monsters attacking you, then if you touched one, it came after you. When you were ready, then you could touch two and have them attack you at the same time. This also accommodates beginners and experts.
- The amount of choices of weapons. I became a little overwhelmed trying to remember which key was which weapon.
So far, this is my favorite game out of the ones that I have already played. I'm not sure if it's because it was the first easy level game and I was able to accomplish it without getting frustrated, or if it is because it reminds me of games I actually used to play: Minesweeper and Space Invaders.
I played a Sploder Physics game. I did enjoy this game. I found it interesting and engaging. Here's my list of what I liked.
I liked:
Physics Game Creator:
I played a Sploder Physics game. I did enjoy this game. I found it interesting and engaging. Here's my list of what I liked.
I liked:
- The 2D format. The background was similar to the Mario Brothers, which is familiar to me. It had a good game space.
- The ease of the controls. It was easy to move the turret car and aim where to shoot. It required a range of abilities, without being overwhelming.
- The twenty second time limit. This added a sense or urgency and when I ran out of time, I really wanted to try again. This also created an uncertainty of reaching the target while requiring different skills in using required abilities.
- The preparation before challenges. It started off with an easy level and progressively got harder as you beat each level.
- When the time ran out or you died, you did not have to start clear back at the beginning. You only had to restart that level. This eases some frustration. I think if I would have had to go back to the beginning every time, I would not have played as long.
I did not like:
- The lack of directions at the beginning. It took me a long time to figure out that I was supposed to hit the little square into the coins. It was frustrating at first, until I finally figured it out. Maybe that was the point though; to get me to figure it out on my own.
I did really enjoy this physics game. It was challenging enough to keep me wanting to try different strategies and different angles, without being so hard that I couldn't accomplish it.
There are several features, as stated by Dr. Ruben Puentedura, that make a game a good one.
What Makes a Good Game?
There are several features, as stated by Dr. Ruben Puentedura, that make a game a good one.
- Preparation before challenges. The first challenge should start small and then get progressively more challenging.
- A sense of game space. There should be a physical and narrative space and a definite construct.
- A solid core mechanic. There should be activities instead of randomness.
- A range of challenges. It is more exciting to have more than one type of challenge, without going overboard.
- A range of required abilities. You should have to use more than one skill and more than one button on your device.
- Skill in using required abilities. These abilities include: timing, planning, strategy, decision making, etc.
- Variable feedback. Players should see greater skills resulting in greater rewards or points.
- A way to accommodate beginners and experts who are playing together. The beginner shouldn't get clobbered and the expert shouldn't "bottom feed". There should be leveling to even the playing field.
- A definite cost for failure. There should be consequences when the player runs into a bad guy. They should lose points and levels at times.