Atomic Race: Mutual proposal critiques
Maxwell Forbes
- I like the very explicit use of attraction as the central game component. I also like the scope of your project -- that it is planned to be 2D sounds reasonable and that it will allow ample time for you to focus on interesting gameplay elements.
- I don't like that I have to start the second bullet with "I don't like." There is nothing I dislike, but several things I would consider:
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- I would consider just using electrons to change the charge -- this is what happens in real life, right? Getting protons away requires a pretty significant reaction, right? Isn't this how nuclear explosions happen? This would simplify gameplay. Perhaps one could choose their weight at the beginning (number of protons and neutrons) like choosing which character to play as.
- I would also consider having a different goal than only high score (as measured by distance). This is because I personally don't find high score games motivating besides a couple quick minutes wasted on a Flash game. However, this may just be a personal preference.
- I would like a clearer picture of how the gameplay runs -- why do you need to attract / repel away from things? I can't see yet how it works with the gameplay. Are you getting stuck on obstacles as you move along? Are you 'slingshotting' yourself forward using charged region.
- I would also consider the difficulty of trying to do real-time maneuvers by gathering electrons or protons. It seems like the only thing one could do in an instant to avoid an obstacle would be to get rid of an electron or proton. I don't think you'd have time to look around for one while shooting along the course. However, I might be envisioning the game wrong.
Jonathan Merlevede
- I like the clean graphics style, the original movement style proposed in the presentation.
- I don't like the gaps in the proposal; your presentation was more complete than your very short written proposal. If I remember correctly, there were two ways to move around (expelling mass and charge), but I can find only movement with charge. Of course, I might also have remembered this wrong.... Also, even though multiplayer interaction is one of your Big Ideas, you don't mention what multiplayer would look like. The way I see it, you will have to be original to make a racing game without using split screens.
- I would suggest to playtest mechanics like the formula for electromagnetic charge before deciding on it. I would also suggest that if you are going to think of more obstacles, you do so now, as I don't think you will feel like it later.
You also confused me by using the Coulomb formula for force as your formula for accelleration, but that's not a negative point :P. If I didn't remember incorrectly and you're going to do 'mass-expelling based accelleration', I suggest that if you don't already know it you take a look at
this awesome game (Osmos).
Marco Zimmermann
- I like, if I understood it correctly, the concept of the never-ending race course.
- I think it will be hard to control your atom when you want to do a fast race game.
- I would check out this demo of micro machines for another idea of how to do a multiplayer race game without splitscreen even in 3D. Old school PS1 game from 1997!
Jakob Progsch
- I like, that it is a racing game that introduces additional interaction, besides the racing, by something else than shooting at each other.
- I'm sceptical about the infiniteness combined with putting player on the same screen since scales might be off if one player is trailing by a lot and smaller details could get hard to make out.
- I would be open do investigate unphysical potentials for the forces since physical realism doesn't always line up with optimal gameplay.
Romain Prevost
- I like race games a lot especially when it's multiplayer and there are a lot of interactions between the players (MarioKart fan :D). That's why I like your idea.
- I think you should find a better solution than a shared screen because it seems that everybody is going to be close to each other and the winner will be kind of random, but maybe I didn't understand completely how you see it.
- I would focus on the physics engine, because it is a great strength of this game.
Werner Randelshofer
- I like the idea of having a game scenario at the sub-atomic level. This allows the introduction of nice and unusual visual effects.
- I don't like the added complexity for changing the polarity of the charge. I fear that it could distract from the main gameplay, which is racing.
- I would put the weight of the game on fast paced racing, because I think that is where the fun will be. I would make the obstacles "enrich" the racing experience, but not let them slow down the player.
Rudolf Schreier
- The setting of the game is really geeky in a fun kind of way...
- ...and exactly because of that it might to be hard for many users to get into the concept of the game.
- What I am missing from an emotional point of view is proper motivation for the players - yeah, racing is fun, and you're escaping, but that's still missing a larger sense of urgency, IMO.
Mattis Paulin
- I like the artwork and the concept.
- I don't like the propulsion. It could turn out be very difficult to control your atom. Maybe some not-so-realistic physics could be used ?
- I would give the characters (atoms) some anthropomorphic features to get the player more attached to them. It can be with the art (adding fake eyes or throbbing animations)
Daniel Zimmermann
- I like the many well-thought factors which influence the atom's movement. I'm also looking forward to seeing the multiplayer mode.
- I fear the 'push the highscore' goal is not strong enough. Especially for casual gamers, it might be hard to get used to the controls.
- I would make sure the controls and many influences do not turn out to be frustrating, especially if the player-player interactions in multiplayer mode are too strong.
Adrian Blumer
- I like the Proton / Electron system. Especially the electric charge vs. atomic weight compromise.
- Highscore might not be good enough as a motivation.
- What about shooting released Protons/Electrons back onto the racing track (or at opponents) to change their charge into the wrong direction?
Nicholas Waldin
- I like how players can affect each other in multiplayer
- with regards to the procedural track, it might be difficult to balance if players can have different tracks.
- Highscore might be a poor motivator. It would get boring just trying to beat your highscore the entire time. Especially if the track is always different. Beating the highscore might be a stroke of luck in that case.