Lun

Rafael Hostettler

  1. I love the idea of turning the childhood game into a computer game. Powerups, especially the throwing stone, sound very interesting and make the concept sound great fun.
  2. I'm not sure whether the game will keep interest up. Also although I like the water idea, it might be difficult to decide what stopping is, since you will not get to a complete stop. If the turning is completely random you cannot really create a strategy on how to react. So maybe have an increasing distribution. (It's quite save to move for 2 secs, but doing so for 5 is high risk)
  3. The success and interest is mainly based on how interesting the setting will be. Thus there should be a lot of ways to develop a strategy that might work better. Maybe even a Rock-Paper-Scissors-Type of strategy setting. (Like stone throwing > speedy one > slow but invisible > stone throwing)

Alessandro Gaia

  1. The game basic concept is really simple, which is good. A lot of room for interesting modifications.
  2. The gameplay elements described during the presentation sound pretty hard to implement in a way that is easily playable.
  3. From the presentation it seemed that you want to implement only a single game arena - have you thought about the possibility of including more than one, of increasing difficulty (with obstacles that force you to take a longer way, for instance)?

Philipp Simmler

  1. I really like that you have added some cool features and “power-ups” as the stones which can be thrown at opponents, to make them move or loose control. I think this approach will completely make the game fun, and a challenge to master!
  2. Implement more power-ups, they really could make the game the most fun part to play it. Try to give the game some “movement”, because it is mostly just standing around and do an appropriate amount of nothing.
  3. You mentioned to build the gamescene in an old Mayan pyramid dedicated to a certain god. As a god is almighty and sees everything, why do you not use him as guardian. Just model some kind of closing/opening eye and you can leave away the guardian at all.

YAWN

Jeronimo Bayer
  1. I really liked the idea of taking a child's play turned into a game idea
  2. There might really be the problem that the first player has the advantage of taking the best power ups
  3. Somehow, there has to be introduced a downside to the fastest player. What about introducing the third dimension? The players can somehow fly and just have to stop if they are in the cone of view.

Thomas Kiser
  1. Unique game idea, nice!
  2. I am not sure how well the feature will work out where the player needs to keep the balance.
  3. The player at the front will be the first one who can reach powerups, which would only increase his advantage. Be careful to avoid this.

Matthias Flierl
  1. I like the idea to take a real game as template, disturbing other players is a really nice idea to introduce interaction with other players
  2. It could be really difficult to fight against the water, aim at the same time at an other player and shoot at him.
  3. You mentioned Shallow Water to implement: maybe just a hack could spare you a lot of time and increase playability at once. Would be really cool if the environment would change during the game because with these push-ups you probably would be forced to drop for all players the same push-ups at the same time otherwise it could be difficult to control equal chances.

Rum Runner

Jonas Hauenstein
  1. Cool game idea. Could be a really good party game for evening with friends (and perhaps one or two beers ;))
  2. The keeping of the balance is a good idea too, but I’m not quite sure how it will work out in the actual game – I think this will need a good portion of playtesting and tweaking.
  3. I can’t think of anything here – sorry wink

Thomas Siegrist
  1. The idea to convert a childhood game into a computer game sounds quite interesting.
  2. I am a bit skeptical about the game mechanics when you have to stay still. I am a bit concerned that it might be hard to play.
  3. One addition that just popped into my mind could be that players can obtain stilts. If they are walking on stilts they will not be affected by the water flow. But while standing still you have to keep the balance with the joystick on the gamepad. Additional items then could be to release earthquakes that only affect those walking on stilts.

Philipp Keller
  1. I like the idea of the water flow that makes it a challenge for the players to stand on a spot.
  2. How do you prevent the players in front from taking all the powerups and so to make it impossible for the players in the back to get level with them?
  3. You could make the powerups appear during the game and distribute the spawning points so, that the players which are at the back get more powerful powerups to give them a chance to overtake the players in the front and to make it more difficult for the players in the front.

David Gerhard
  1. I like that the game is based on a childrens game
  2. Hard to balance the power ups, so that the first player who picks up XYZ doesn't allways win.
  3. COOP-modus would be fun.

Odysseus' Quest

Remo Meyer
  1. it's a game idea which is not that everyday
  2. The gameplay locks to me quite static and it's seems to be difficult to understand and play(especially to balance against the water part)
  3. Why not try a not so linear setting to be a bit more fast, less static

Thomas Plüss
  1. Nice that it is based on a really simple idea!
  2. Balancing against the water may be too difficult with 'arbitrary' camera direction (differing from characters direction)
  3. Don't create too much power-ups, it could end up in a battle, and the main goal would be lost somehow

Andi Burch
  1. The steering/balancing to "not move" sounds interesting.
  2. I fear that the game might be a bit static, because everything is targetted to the same spot.
  3. What about if the location of the treasure wouldn't fixed? E.g. powerups could change its position.

Pharao's Tomb

URO

Stefan Wanger
  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 smile ) 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.

Liana Manukyanl
  1. Variety of fun power-ups
  2. 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 smile
  3. 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)

Zygmunt Malecki
  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?

Francesco Andriani
  1. I was really astonished by the screenshot you provided. Was it an offline rendering or something already XNA…ed? Anyway, I think that breath-taking graphics could really be a great point for you guys.
  2. the game concept (for what just a brief intro could show, I mean :P) seems quite static: the fun has to be demonstrated
  3. Squeeze PowerUps out of your minds big grin Squashing the competitors, boozing the guard, manipulating space and time… ; I know it would add another layer of complexity, but moving guards (and consequently, dynamic puzzles) would add A LOT, in my opinion. ; Cooperative Gameplay? Somebody drugs a guard while the other opens a door…

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2024-04-20
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