Human Harvesters: Critique

* Proposal Feedback

Mutual proposal critiques

Max Muster

  1. I like ...
  2. I don't like ...
  3. I would ...

Nicholas Pleschko

  1. I like the interaction of light as a main gameplay feature.
  2. I don't like the one button killing mechanism.
  3. I would change the one button killing to something a bit fancier like different combinations for different attacks. The user could also be forced to stay in some kind of rhythm to stay stealthy.

Marco Zimmermann

  1. It will be fun to wander around in reletively dark levels. (And 3D graphics!)
  2. I would discard the additional time-based gameplay, since hiding (or other passive strategies) could be dominant.
  3. Certainly look into "deferred rendering" techniques early and there was also somewhat similar light-game done last year.

Pascal Spörri

  1. I like the dark topic of the game and that light palys the central element in your game.
  2. The dark topic of the game is also it's greatest weakness I think. You're somehow restricting your level design, since it's very difficult to walk through the level when you can't see anything.
  3. I would also add some dark humor to the game: Ghosts perfectly able to "see" in the darkness falling over a small stone in the ground. Instead of a dark level design I would opt for a not so dark level design with a lot of hot bubbling lava. In order to eat the humans you'd have to transport them to a "grill". The humans should be able to attack as well: For example stick their lamp to the player.

Jakob Progsch

  1. I like light and visibility as a major game element.
  2. I have doubts about the concept working in a split screen setup since the game might devolve into the "metagame" of reading your opponents screens.
  3. Also having light and more specifically dynamic point light sources as a central point might become an issue since omnidirectional shadowmaps are very taxing on the hardware.

Romain Prevost

  1. I like the idea of light as a central element in the game.
  2. I think that the problem of looking at the screen might be solved by adding some complexity in the gameplay. In this way the player would be more focus on its part of the screen.
  3. I would maybe add some features to make the gameplay less repetitive and more fun though.

Werner Randelshofer

  1. I like the game idea. I think it is like a pac man game, but now, I play a ghost and eat the pac men.
  2. I don't think that hiding from other players on a split screen will work.
  3. I would make ghosts visible to other ghosts at all time. To kill another ghost, just bump into it, then subtract the life energy from the weaker ghost from the stronger ghost. The weaker ghost dies.

Rudolf Schreier

  1. The setting is probably the most kid-friendly and, as such, the most approachable of all 5: It seems easy to jump into and just play.
  2. You might throw caltrops your own way by basing the gameplay on darkness: Our team basically threw away a light-based game just for the fact that making things hard to see makes them visually unappealing, and makes players squint a lot.
  3. I think to make the gameplay more varied, you're still missing stuff like item pickups, power-ups, etc.

Mattis Paulin

  1. I really like that unlike the others, your theme has no relationship with physics (space or atoms), and therefore a better storyline background
  2. I don't like your image for the big ideas. But it is maybe not so important and also not final yet.
  3. To justify how your game fits into the theme, you could argue that stealth implies the concept of 'not attracting attention', and therefore attraction. (I think it corresponds to the man with the spoons in the first lecture's slides :D)

Adrian Blumer

  1. Distinguishes itself from oder ideas by non-techy setting.
  2. Stealth in splitscreen is problematic.
  3. Light vs. dark theme gives cool shading opportunities. Use them!

Daniel Zimmermann

  1. I like the stealth style of the game. Hopefully it introduces some excitement and turns out as you imagine.
  2. You can definitely not assume that players don't look at the other screens. I also doubt that you can test this while playtesting, since everyone will not look at other screens until they are familiar with the controls and the game.
  3. Your theme allows a huge range of artistic tools you can use for light and darkness. Please focus on it.

Christian Schüller

  1. I like the concept of the light playing the main role in the game, which allows cool graphic effects I guess!
  2. Nothing
    • I would think about additional game play features which clearly distinguishes the game from a simple first-person battle like game. Cool would be some strategy elements like placing certain objects like traps or supporting equipment. Or even level altering possibilities.
    • I would carefully think about the fighting mechanisms between ghosts, as this seems to be the main part of the game besides the human killing. Instantly kill move or challenging short distance fights?

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2024-04-19
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