From Vas Shiarlis:

What do you like most and least about the game?

  • The simplicity of the game is a definite plus point, the team do not need to worry about creating vast amounts of content before the core game mechanics can be explored and developed. I am pleased that they have almost resisted all temptation to over complicate the task at hand.
  • My concern however is there is very little depth to what is going on and in its current form could become very monotonous very quickly. The wall itself could provide some variation in game play but this will be exhausted fairly quickly.

How can the core game play be improved?

  • The biggest thing for me is this game will not work as a single player experience, fine maybe as a practice mode but for me the multiplayer mode should be a priority with all game play focusing around this.
  • I do like the concept of power-ups but again won’t offer much in depth until the core mechanics are addressed namely multiplayer, I also feel there are far too many power-ups to implement and balance in terms of game play; these should be reduced to around 6 – look at Mario Cart the power-ups are few in numbers but easy to understand and execute, through a typical game the average player will find it difficult to master each of the power-up abilities and use effectively.
  • The controls – are these going to be physics driven similar to that seen in “Monkey Ball” or will the player have complete control..? Regardless they need to be physics driven, so you as a player are trying to control the sphere whilst fighting the laws of physics, in addition to the crumbling wall, power-ups etc.

Is the scope of the project appropriate for the course?

  • I believe so yes, its content light which should allow for maximum game play refinement.

In case the project is too ambitious, what would you recommend focusing on in order to make it manageable?

  • Multiplayer is a must, all focus should be on making this work.
  • There are far too many power-ups which will become confusing to the user, focus on a smaller number.

Physical prototype

  • The prototype should focus on the control of the sphere and its reaction to the selected power-ups, this can be done in a completely neutral setting (not the wall) until perfected, the wall should be the last component.

Page URL: https://twiki.graphics.ethz.ch/bin/view/GameClass/BlackRockProposalFeedbackTeam1
2024-03-28
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