1) What did you especially like about our project plan?
I like the idea that bosses can only be beaten by cooperative gameplay (e.g. one player has to destroy the shield while another fires), as it introduces a certain tactical depth into the game. [Christian Schumacher]
I liked the fact that you have to achieve something in cooperation. [Marina Spaeni]
To lay the focus on co-op is cool. [Fabian Kulman]
I think the cooperation element of the game is really appealing. That has the effect that either all of the players win or all of them loose... making it fun to play even for very differently skilled players. [Jan Rüegg]
A fighting game around co-op is a nice idea. [Thorben Bochenek]
This is one of my favourite projects. Playing in coop against a stupid AI enemy to kick his ass is always a lot of fun [Marco Jenny]
I love coop games, thumbs up. [Michael Morandi]
Arena grants good overview over the encounter. No corpse-running after wipes [Etan Kissling]
Co-op mandatory to win the game [Daniel Bucher]
Shooting, punshing, what else? [F. Serre]
I like to fight with other teammates against an opponent [M. Sprenger]
Cooperation among players to win the game [Alain]
Coop++ [Lukas Humbel]
Multiplayer games are more easily fun! [Boris Dalstein]
Coop and idea that you can only win together[David Meier]
Working together with your friends to beat the AI sounds like a lot of fun [Stefan Wenger]
Creative strategies to defeat opponents. [Dominik Giger]
Working together with friends is always fun [Alex Horton]
2) What did you especially dislike about our project plan?
As in every multiplayer game, you have to take care that it's not possible for any player to drop out from the game for too long. If there is no respawning, the game should be sufficiently fast-paced, or else some players might get frustrated. [Christian Schumacher]
The ideas and gameplay are not very exciting, you have a big enemy, traps... [Marina Spaeni]
And what after we killed him? [Fabian Kulman]
I don't really see yet the new elements, so what's the big difference to other "boss killing" games / levels? [Jan Rüegg]
Having more abilitys to play in coop would be cool, instead of every player fighting isolated against the boss. [Marco Jenny]
The idea of adapting strategies is interesting, it (hopefully) requires brains not just raw fighting power [Michael Morandi]
Does not scale with number of players. [Etan Kissling]
Scale to the number of players? (Maybe map dependent on number of players?) [Daniel Bucher]
I like fighting games, and I like puzzle games, but I don't want to think in a fighting game. [F. Serre]
I think it is not playable alone (or boring if the boss is so weak) [M. Sprenger]
Trade off: Player exclusion if one dies vs. dying has no consequences. You need to think this through again. [Alain]
The game totally depends on the levels/bosses. I didn't get a good impression of those during your presentation [Lukas Humbel]
If there are too few different bosses in the game, it could be boring very fast. But to create a new boss, it's always a long time to design the map, define which action are effective together, in which order, etc... and a long task to have something balanced and scalable on the number of player [Boris Dalstein]
What happens if one player dies? If he has to wait until others completed the task wouldn't be nice. And if he just respawns the player might play too risky. It is not easy to find a good balance. [David Meier]
I wonder how the difficulty changes with just 2 or 4 players [Stefan Wenger]
It should not get easier with more players. [Dominik Giger]
Sounds a lot like WOW. Bringing something new to the table will be very difficult for you.
3) What could we add to improve our project plan?
The introduction of power-up items might pose an interesting way to improve diversity. I'm thinking about items that enhance certain attacks (e.g. suitable for the main attacker) or improve defense (e.g. suitable for the player that has to come close to the boss). [Christian Schumacher]
Maybe you could add some places to hide. [Marina Spaeni]
Focus on the AI. As soon as the players will have figured out the "winning-strategy" they will lose interest. [Fabian Kulman]
Maybe you could add a game mode where one player can play the boss, while the other three fight him instead of the computer? [Jan Rüegg]
Some ideas to manage point 2: A stationary super gun, wich must be controlled by two players to shoot. One player saves another one by using a beemer (or a lasso) or something like that. [Marco Jenny]
Tank/healer/melee/ranged categorization so that player can focus on one main task while avoiding the boss abilities [Etan Kissling]
Each player should have its special ability [Daniel Bucher]
Have you thought of one player playing the boss? Could also be interessting and fun! [M. Sprenger]
Add consequences for players but don't exclude anyone from the game (forever). [Alain]
There should be a princess you have to save from the boss [Lukas Humbel]
Add a simple map and boss editor (arrange the maps around the bosses, and setting the life, power, frequency of attack of existing bosses), to let the player adapt the difficulty by themself if they are a very large group, or if we play alone. So that you don't have the problem of scalability anymore : players balanced the game themselves if they find it too easy/difficult! [Boris Dalstein]
Make the abilities of the boss as dynamic as possible. If possible always have the boss change their strategy when the players have adapted to them. [Dominik Giger]
Emphasize the necessity to solve puzzles as much as possible. This might be difficult if the boss is trying too hard to kill you, or is able to get in the way too well. Look to Shadow of the Colossus for help in solving balance issues.