From Vas Shiarlis:
What do you like most and least about the game?
- I do like the basic puzzle elements within the game, and if executed correctly could provide some compelling puzzle solving game play. I think the key to success here is how these are used in conjunction with each other.
- I am not sure about the worlds changing perspective, jumping from a 1st person to isometric view might be too jarring… as there is such an emphasis on the isometric puzzle elements, this should probably be the main and only view within the game.
How can the core game play be improved?
- This will largely come down to how the core mechanics are used in conjunction with one and other, as I mentioned earlier there is scope for some fantastic puzzles but it is important to ensure they remain fun and do not become overly complicated.
- The team should really think about introducing some order to their world and the puzzles within, for example “every action has a reaction” I don’t think randomly creating puzzles will work unless they are tied together by some basic fundamental rules.
- They might want to think about some form of co-operative play – this could be simple split screen but puzzles could ad only be solved with a partner rather than alone.
Is the scope of the project appropriate for the course?
- Probably, but there is a real danger this could go off target.
In case the project is too ambitious, what would you recommend focusing on in order to make it manageable?
- This could be a tricky game to get right – if one of the core mechanics fails then the others will fail with it. This could easily go wrong and caution should be the favored approach; start from the ground up.
Physical prototype
- The puzzles will make or break this game, prototyping these must be the priority and if done correctly the game will form itself around them. Let the puzzles define the game; if they can’t then they are not good enough.

