Project Critiques

  1. What is your favorite aspect of the proposed game? Why? For this question, point out what you think is the coolest feature of the game, what makes it novel, or what aspect would make you most inclined to play it. Your thoughts on the coolest part of the game may differ from those of the game designers!
  2. What is your least favorite aspect? Why? Which part of the proposed game seems to be the least fun? Is there something that might be dull or boring? Why might you get tired of playing the game or find it frustrating? Be candid, yet tactful and polite with your answer.
  3. What one change or addition would you suggest to most improve the game? Offer a helpful suggestion on how to make the game better. Maybe you have an idea on how to make the gameplay more fun. Or, perhaps your favorite feature could take on a more prominent role. You might offer a resolution to your least favorite aspect that would improve the game. Please make comments that are reasonable given the scope of the course.

TeamYetAnotherWorkingName

Jeronimo Bayer:
  1. nice settings & wall elements on which take the player cannot just walk on top, but has to go through them
  2. missing freshness
  3. how about bringing up some crossroads in the Chinese wall where the player has to decide, which direction brings him faster away from the meteor's crash point (with a complicated map? with some direction signs?)

Thomas Kiser:
  1. Lots of creative and interesting ideas for pickups/powers to use.
  2. The course is (apparently) like a railroad, there are no shortcuts, no detours.
  3. I really miss a feature that gives this game a difference to Mario Kart. Unfortunately, I can't think of anything...

Matthias Flierl:
  1. easy extendible environment, I like that, just build a new tiny part and being able to dublicate a hundred times.
  2. try really to vary course (up/down/left/right) because otherwise it could get a bit boring or too easy.
  3. add some obstacles in the scene, or wrong turns smth like that could give new aspects.
link to the critiques

RedLight

Thomas Britschgi: 1 I like the multiplayer mode where you can compete against your colleagues and use your coins to drive them crazy. Especially the mirror coin is awesome.
  1. I don‘t like the aspect that you don‘t have a goal in your primary game mode and thus the game cannot be "beaten". Maybe you could add distinct levels which can be individually started. In this case, if you fail in a higher level, you don’t have to start at the beginning, having to do all the boring slow levels again.
  2. Maybe you could add different playable spheres with different physical properties like mass, size, friction etc. in order to make the gameplay even more interesting.

Silvan Tschopp:
  1. I like the idea of the individual elements of the Chinese Wall for easy creation and destruction.
  2. As far as I understood, there seems to be no real end of your game. Either you manage to keep on track and can continue "forever" or you fail and "die".
  3. I'd thus suggest to introduce some concept of level. This will make the goal clearer and also gives the players the chance to pause after a while...

Marcel Weber:
  1. A strong aspect - apart from the original idea and setting - is the possible player interaction in the multiplayer mode, which may be a lot of fun for whole evenings due to calls for revenge etc.
  2. A negative point is that there is no real goal, if I got your idea right. You just run from the meteor, until you still die or fall of the wall, right? It is nice to go for high scores, but in my opinion also a bit frustrating if you know that at some point, the speed is too high and 'death' unavoidable.
  3. You could introduce a mechanism to destroy the approaching meteor. Certain power-ups have multiple functionality and can be shot on the meteor (instead of only harming enemies, or improve yourself) which decreases in size with each hit until it finally disappears.

RumRunner

Jonas Hauenstein:
  1. The Pickups mentioned in the game proposal document sounds like a lot of fun. I also like the general idea of a simple, yet fun game to play.
  2. The level / track seems to be mostly a straight line – but perhaps I’m wrong. The possibility of an instant death could lead to a problem with player motivation.
  3. I would make sure to have enough checkpoints to avoid the last mentioned, potential problem.

Thomas Siegrist
  1. Sounds quite interesting with all the pickups you figured out. I think they will be the crucial gameplay elements that will make the game fun.
  2. Apart from the very creative story that you figured out, I kind of miss the innovation your game brings with it. As you said yourself, your game mechanics are more or less taken from other games. (But this is the case with most of the games)
  3. I think your gameplay ideas look like they could be fun so I don’t have any suggestions for improvements.

Philipp Keller
  1. Multiplayer where one player can never be sure to be winning (switch powerup).
  2. If there are really as many different powerups as in your proposal, I would find it difficult to remember/recognize/effectively use them.
  3. Take care that game is easy to understand if you want the game to be fast and addictive. Especially the (strategic?) use of the powerups.

OdysseusQuest

Remo Meyer
  1. Seem to be really entertaining game. I like the way you try to generate the world randomly.
  2. 25 coins are probably to much, a subset of coins with effects that interact well with each other may be more intuitive.
  3. Make some mode 2vs2 mode where the friendly bowls can support each other

Thomas Plüss
  1. Cool idea with running from death
  2. The running from death seems to have in multiplayer mode just a featured part
  3. Care with power-ups like the 'switch'. It could easily be abused and kill the fun

Andi Burch
  1. I like the simple game idea of lunning and it's fitted nicely into a historic setting.
  2. The coins, that the players collect, should influence the game play, but not become too dominant.
  3. If you add a "switch" coin (change position with another player, e.g. the leader), make sure that it's not possible to use it in a too bad way (i.e. slow down on purpose).

PharaohsTomb

URO

Stefan:
  1. I like the really simple game mechanism, which allows a pretty fast gameplay.
  2. Maybe I missed something, but I have a little the impression, that either the doom or the speed of the balls have too less influence on the game. I mean, if one is pretty fast, then he doesn't care about the wall of doom.
  3. The possibility of secret abbreviation could add some nice features.

Liana:
  1. Liked that everything will be blowing-up, liked the speed
  2. Just one way to run
  3. What about blowing-up the terrain ? Volcanoes, tsunamis, meteor rain from different sides. To add some decision making - maybe add some shorter, but more dangerous paths. Springboard to jump.

Zygmunt:
  1. Speed is always fun. Do you want to introduce some speed limit? ( other then 299 792 458 m / s ? )
  2. Do you want "power ups/coins" to be there only for fun, or do you want to give them some sort of strategic meaning? ( like jumping over a long gap requires certain "coin")
  3. Maybe an ill idea, but how about giving the role of "doom" to the player as some sort of reward or break form the game play ?

Francesco Andriani:
  1. Simple gameplay at first which may become really interesting if you come up with the right amount of variety
  2. YARG: yet another racing game (perhaps just like ours… :P)
  3. ##Why don’t you create a simple, descriptive language (xml-like?) to allow the players create their own tracks by connecting your “building blocks”? ## If the balls travel really fast and if they have to pass through a really small hole… wink ## Destructible walls! big grin

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2024-03-29
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