Sunday, April 19, 2009

Game Challenge 11: Digital Game 1-2 Players

So this is a game idea I have had for a while, in which two players are attempting to move through two different mazes. The trick is, each maze has something the other player needs!

The goal of the game is to get the Koalas to the end of the maze without getting them shaved by the buzz saws! Collecting stars as you go increases the amount of points you get.

The music in the game is of course Basshunter, so be sure to turn up the volume and drive your fellow classmates insane!

Player one moves with Up, Left, Down, and Right arrow keys.
Player two moves with W, A, S, D Keys.

4 comments:

  1. This game was too hard for meeee~

    But the co-op aspect was fun!

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  2. Brzzzz! Sawblades! It seemed fun, but some sort of... rez/multi-life system might be nice. Like gears of war where you picked each other up. Maybe you hit checkpoints and if the other player is dead, they rez?

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  3. I really like your idea Karl, with the checkpoints for rezzing. The only issue I have with that is that there would need to be enough that you can always rez someone, but then it doesn't matter if the player dies. With the one death system, it adds a value of stress to the game in which you have to be careful or you will die and ruin the game for your ally as well.

    For Kate, I think the game could be made a bit easier, some of the saw blade parts are nearly impossible to get past unless you have played the game extensively. I am thinking a reduction in the amount of blades in some spots, and maybe making them move slightly slower too.

    A lot of people seemed to want to play the game however, which I consider to be good! Both Mike and Kyle came over to try it out, and Steven spent several attempts trying to do it alone, as well as co-op.

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  4. Nick,

    I like your concept of cooperation over distances. You can add more things to the game to allow one player to assist the other. Resident Evil 5 has some good examples here, with allowing one player to see the other player, but ultimately allowing both players to know that when one player performs an action, the second player will be helped in a specific way in a different geographical location.

    This is ultimately the concept of 'meaningful play' - when the player is given accurate information to perform an action as well as accurate information regarding the outcome of the action. This allows players to make informed or meaningful decisions. If the player doesn't know what the result of an action was (say you pull a switch and there is no immediate visible effect) then how does the player know that pulling the switch was better than not pulling the switch? Sometimes simple text messages can do this, but you can also display the effects visually and aurally.

    Another key thing you mention is 'illustrating the value of life.' One thing to work with here is value versus difficulty and feedback/learning. In most games, players either have lots of lives or health, which allow them to make mistakes. If the player has only one life and dies in one hit though, then there isn't much opportunity for immediate feedback in that location - it ends up being like early action games where you have to begin the game from the start once you lose.

    Basically, there might be other ways of providing feedback so the game is easier (gives you warnings that 'if you do this, you'll lose' soon after the event while allowing you to try again) without sacrificing your message. Other elements could be added to the game to reinforce this (even as simple as a picture of the sad koala friend). Think: what imagery, actions, and interactions can you use to indicate value of life?

    -Devin Monnens

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