Mutual criqitues of URO
Stefans critiques
Lun:
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.
Yet another working name:
1. The isometric view allows some very nice puzzles, I like this idea.
2. Most of the puzzles wont be interesting after they are solved once, so probably there would be no long-play-effect.
3. A random puzzle generator would be good, to overcome this problem, but I think, this could be too difficult.
Red Light:
1. Nice idea to combine an already known game from the childhood with a console. Nostalgia :).
2. I am afraid, that the game becomes too static, if the dragon turns around.
3. If you add obstacles into the water (or piranhas

) the games is not just about speed and balance, but there could also be a tactical aspect, to walk around these areas or get the risk of being attacked/rammed by the obstacle.
new Road:
1. I like the old style, you want to design the look of this game. Could give the impression of being in the old times.
2. If the amount of visibility of the map is not well designed, the game could be too hard or too easy.
3. Maybe some places to hide, would be a nice thing, if one is chased by the police.
Odysseus Quest:
1. It sounds interesting, that each player can decide for himself, if he goes fast to the next checkpoint or gathers ambrosia.
2. If the routes are too long or the players are too far away from each other, I would miss the interaction.
3. Changing the weather (possibly depending on the location) could give some nice alternation.
Pharaohs Tomb:
1. This game idea allows many different puzzles, which require different skills. The mechanism of scoring the solution could give some long-play-fun.
2. I think, if the puzzles are too hard to solve, this could be very frustrating. On the other hand, too easy puzzles would not be interesting.
3. Some functionality, which gives some hints could be helpful.
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StefanWanger - 10 Mar 2010
Liana's critiques
First, I should confess, that I’ve played very limited number of games in my life, and I actually don’t know what is novel and what is not. I just say what I like or what I don’t like.
Lun:
Cool things:
Liked that everything will be blowing-up, liked the speed
Not so cool things: Just one way to run
Suggestion:
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.
Yet another working name:
Cool things:
I liked the pencil shader and texture inspiration. Would be nice if you will do it.
I liked the antigravity thing.
Not so cool things:
The storyline is not very exciting for time travelling – in my point of view collecting paintings is not good reason to risk and go to the dangerous eras. I tried to understand the motivation of a painter, but found only the contradiction: you say he is able to travel through time and space by painting desired era, but if he already can paint desired era, why he needs to go to that era and find inspiration for other paintings? Just critiques
It is hard to say right what your game will look like … Cubes do not reflect atmosphere of certain era, so for me it is not clear how you will convey the historical concept...
Puzzles are certainly cool thing, but with big probability they can turn into a week side, as it is very hard to think out interesting, varied puzzles. Hope you guys will be very creative here.
Suggestions:
Don't know ... Maybe, for example, to solve the level one would need to know some history, related to the "era". If he does not know, he will need to solve additional puzzles to get a hint.
Red Light:
Cool things: Variety of fun power-ups
Not very cool things: Don't really know how fun it will be. Without power-ups I would say is a bit boring, but I never have played this game
Suggestion:
maybe some hint on with which force approximately one needs to press button to stay without moving (some indicator bar - deviation from staying moveless), otherwise will be difficult to figure out. Don't know how in original rules or if you mentioned it, in computer game probably would be good to add certain small time during which player should attain state of immobility. Different maps. Maybe some bonus random handles to hold and not be taken away by the flow (instead of pressing button with certain force)
new Road:
Cool things:
Nice sketches – if graphics will be cool like sketches would be pleasant to play.
Uncovering is a good idea, but makes game not interesting if you don’t crash (i.e. if you are experienced GTA player you probably will not crash).
Not so cool things:
I guess you may lose certain audience with your storyline, especially if you add Drunk’o’Meter (which by itself is certainly a good idea, but will increase accent on alcohol): small children, fanatic Muslim, etc
Suggestions:
Add some traps on the map, additionally to police to increase crash probabilities.
And agree with Stefan - hiding places would be nice addition, but it would wake AI a bit more complicated.
Odysseus Quest:
Cool things:
Nice storyline –Odyssey’ brothers :). And as original story is reach of bright events – I expect something really nice and enjoyable from you.
Also liked idea of different Gods.
Not so cool things:
Do they have to solve some puzzles to reach the checkpoint (for example how to sail between Scylla and Charybdis) ? If yes, puzzles should be different each time, if no, maybe add some ? just sailing is not that exciting
Suggestions:
I would include effect from wind, as ancient sailing cannot be imagined without wind and related stuff. Weather would be changing randomly, but players would have sort of forecast for close future, so that they can decide where to go.
Pharaohs Tomb:
Cool Things:
You have big list of puzzles, that's cool. And there is no limit in generation of Physical puzzles.
Not so cool thing:
Maybe another sort of memory puzzles if you want memory puzzles? One you have introduced is well-known and very banal - I never was finding it interesting.
Suggestions:
Physical puzzles, which need some training - for example maybe small piece of land between two gaps and need to jump within certain range of speed/jump height. Maybe add some guards - the task would be to solve some puzzle without being noticed by guards. The memory puzzle maybe replaced by encryption/decryption of hieroglyphs (memory is used to remember what means each hieroglyph) - more close to computer science guys, who actually will evaluate your game :).
Zygmunt critiques ( those are more like suggestions/questions i would ask)
Lun:
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 ?
Yet another working name:
1. Isometric swap plus rotations give a feeling of a really powerful tool. ( maybe too powerful)
2. Puzzle games are fun as long as you don't know the solution
3. Level design tool would be fun.
Red Light:
1. I like the idea of implementing something simple.
2. Maybe the guard should have different levels of tolerance, so players can risk actions while in "observation" phase.
3. Water is cool, but how about sand or strong wind?
new Road:
1. Personally i would droop the "drunk-o-meter" and replace it with old and rusted truck that breaks apart.
2. What the earned money should be used for? ( repairs? capacity? etc.)
3. We talk about organized crime here. Maybe "friends" from society will help you?
Odysseus Quest:
1. Wind, not necessary physical correct, but could affect the speed of boat. And the choice of sails the "death" angle against the wind.
2. Day/night cycle. For example some monsters are active at day or night.
3. Crew motivation bar. If it is high they will sail faster/gather more ambrosia. But as it falls down ( trough traps/other players) actions will become harder to execute.
Pharaohs Tomb:
1. Puzzle games are fun as long as you don't know the solution ( same as by YAWN)
2. Maybe certain puzzles should have alternative means of solving?
3. Giving some "life" to Pharaohs mummy could be interesting. For example as closer you get to the exit the more restless the mummy will get ( affecting your vision and walking speed)
Francesco's critiques
I wrote the critiques with M$ Office in the first place, and was too lazy to cut'n'paste everything from the pdf :-P You'll find them in the attached file, right below.