Presentation Critiques 1
Group 1 : Antlion
This is the presentation of my group. No comment but would like to say great job guys!
Group 2 : Fins of Fury
Aesthetics -
• Strong artistic skills in both 2D and 3D design. An advantage of the group to offer a more intimate gaming experience.
• Impressive 3D models of the characters – fishes and octopus - shown in presentation.
• The elements that catch targeted audience’s interest including 4 level maps, health meter, and time limitation definitely increase the excitement of the play experience.
Dynamics -
• More dynamics can be created by increasing the number of enemies attacking the character at once. Furthermore, small bosses can be added as extra task or puzzle the player can solve to enhance the entertaining value of the game.
• Tested players found the game rules to be too complex, but it should not be as hard to pick up the information if the controls are designed to be learned intuitively.
Mechanics -
• Easy and straightforward mechanics which can be learned quickly.
• The mechanics shown in the prototype includes collecting points to strengthen the power of ability of the character, defeating enemies, and multiple levels etc…
Group 3 : Mizu
Aesthetics -
• Entertaining content players would be interested to explore the game.
• Earth elements used to enhance the challenge in each level, including water, fire… etc.
• Easy to understand 2D illustration, showing strong 2D art skill in the team and having potentials to develop the game based upon.
Dynamics:
• Multiple levels shown to create the fun element in the game.
• Unclear as to what form the final product would be produced to allow the audience to have a deeper understanding of the game
Mechanics:
• The splash-attack function is a interesting game concept that enhance the entertaining value of the game as well.
• The time limit of the attack power gathering creates a certain level of challenge in terms of the strategy a player would have to think while playing the game.
Group 4 : Untitled
Aesthetics:
• Lack of art design in game prototype, which is a major disadvantage of delivering entertaining gaming experience.
• The feedback received from players reflect the fact that the overall pace of the game was too slow due to the number of puzzles one player has to solve in a stage.
Dynamics:
• Multiple dynamic levels and maps
• Multiple characters and powers offering the fun element in the game.
Mechanics:
• Unclear game rule presented to allow the audience understand how the game works exactly.
• Clever idea of presenting prototype on an erasable map. Improvement can be made immediately following good suggestions from tested players.
• Prototype is unbalanced in term of the artistic and mechanical perspective causing the decrease of excitement a player receives to test the game prototype.
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