Hello, our game is about falling. And samsara. Falling and samsara. <3 <3 <3 <3
1. Reward System
There is a high score, but the high score is found in the menu only. It is not summarized at the conclusion. Instead of being presented with the score at the end of each play, the player instead decides to continue or stop playing the game. This is to centralize the focus of the game to the activity rather than the outcome.
2. Target Audience
The focus of our game is most appreciated by college-age or older users who own mobile devices or personal computers. The reasoning is due to the dark undertones that are implicated by the fact that the game makes the player aware of death and potentially suicide. Aesthetically, the game does not speak to younger audiences either.
3. Learning Curve
Rather than outright teaching the user how to operate in the game, the game runs on a trial and error basis. The player is not necessarily punished for dying, but is instead shown that they change whenever they "die."
4. Control
There are elements in this game that operate on common gaming tropes in terms of collection (falling on objects gives feedback like a score), but essentially the player actually "wins/finishes" the game when they do absolutely nothing for the duration of their descent to the ground. This is not essential for playing the game, however, but instead completes the dialogue/questions and begins the cycle again when the player chooses to play again. The levels are broken into "atmospheres" that each have different objects to avoid or collect.
5. Actuality
The game's entire focus is on the act. The player attunes themselves to the environment and begins the interaction during the fall. The player does not necessarily know until they are closer to the ground what is actually happening. And perhaps they will assume that they completed a task unsuccessfully if they die. Upon repeating the game, the avatar changes form based on their initial interactions in the beginning.
6. Feedback System
The feedback would center around sound feedback, as well as visual cues. (example: hitting something will result in points, sounds, and "poofing" into dust. The atmospheric shifts are represented visually as well as uniquely in the previously mentioned feedback. This shows progress into the next "level" downward so the player is aware that they are making a progression somewhere.
love it.
ReplyDeletebut.
the words haptic feedback
need to be incorporated into the vocabulary.
i could even see the haptic feedback functioning
as a mechanic by which you know which way to go.