PipeLine - Feedback and Reflections
Hi again, this post is about my critics on my game and feedback I received from other classmates. Throughout the make of my game, I was constantly playtesting in order to create the best experience for the player. Despite this, my game still resulted with a number of faults and glitches that I was unsure of how to fix.Â
In chapter 3, Fullerton said âAs a designer, you must define the boundaries of the game and how players will enter and exit the magic circle.â Unfortunately I was unable to set physical boundaries in place which was not ideal as this led to a lot of criticism. Metaphorically speaking, I was able to set these boundaries using firm objective driven gameplay which was received well.
I used Physics 2 behaviour to allow the ball to bounce off all platforms, coins and spikes, however this meant I was able to push the platforms themselves around with the player platform. I messed around with the density of everything with trial and error before coming to the best conclusion I could get within my skills.Â
When the ball hit the players platform, at times the ball would go straight through without any form of collision. This is a major problem as it defeats the players role in the game. This would only happen on occasions randomly, so we were unable to pinpoint where the error was coming from. It can be assumed that the G develop software struggles with the Physics 2 behaviour and was the cause of this.
Quite regularly, the ball would bounce from the platforms and get stuck, glitching out and either teleporting it to outside the barriers, or making the ball only travel at one angle and a decreased speed. No matter how the players platform interacted with the ball, it would make no difference. This is another major problem as it interrupts the whole game play, having to restart the game. I believe this has to do with the angles of the platforms and G develop not being able to manage the Physics 2 behaviour well. I was unable to do anything to prevent this from happening as it was important to have some platforms at an angle as a challenge for the player.
âThis is a very fun and engaging concept!â
âThe core concept of the game is quite unique and can very well be engaging to players. The idea that you are a platform guiding an object to the end instead of being a character on platforms is an interesting twist. Music is hella awesome too! Has potential!â
âI love the core mechanic of your game. It feels like you are playing pinball but you have almost total control of where the ball will go. The art style and music choice were very on point too. I am loving the game so far.â
âOverall, it is a very nice game with innovative mechanics. Well done!â
âI really like the idea of mashing up old arcade games like this and making it fresh.â
âI like the spacey feel with the background and music it feels really fitting.â
âAs far as difficulty goes I think its pretty balanced. â
âI also thought the actual structure of the main level was well done and had a lot of variety to it.â
âThe base idea behind the game is relatively unique for a platformer and is quite an entertaining experience that isnât a carbon copy of other ones.â
âThe aesthetic provided via the art style and music choice blends well into a minimalistic yet pleasing experience for the user to play throughâ
âThe fact there are instructions within the game without having to just rely on the Read-Me is a major plus to the game itself.â
Negatives (and solutions)
âHave the board move faster than the ball itself. More often than not, the ball will bounce away and the player wonât be able to catch it before it hits the spikes.â
âRotating the platform faster would be good as every-time I hit the ball, I am just not rotated enough. The ball could probably move a bit slower or have the player move a bit fasterâ
âThe ballâs movement seem to be primarily controlled by the physic engine, which can lead to situations where it is hard to gain back control of the ball (i.e the ball is stuck between walls)â
âThe spin mechanic is really interesting too. For now, pressing W feels like what would happen if I just held A or D, and I felt that, given it came across as a different mechanic, pressing W should do a new action. Rather than spinning slowly, what if pressing W caused the board to rotate really fast once or twice? Doing this could cause the ball to fly towards any direction, and could potentially be useful when the ball gets too close to a spike and the player just wants to move it away.â
âThe game seems to punish the player quite hard if they miss a bounce. For example, the ball bounces toward the starting cell (or section) when the player is already at the final cell (or section), which is quite annoying to retrieve/redirect. Maybe spawn some barriers after the player has passed a section to avoid this situationâŚâ
âI think for this type of game you might want to use something more solid to make the levels out of since the cylinders seemed to be pretty finicky especially when theyâre just slightly rotated. I ran into a few glitches with the ball going under tiny cracks and becoming epileptic. One time the ball came back out after going through the ringer and had gravity all of a sudden, so it was super slow and kept sinking to the floor. If the levels were made out of basic pixel art I think it would make it easier to deal with collision and would also suit the whole arcade style thing better.â
âHit-boxes for some of the objects i.e the spikes are not fitting, some objects clip through each other.â
âThere are a plethora of bugs related to the game, with the ability to push walls out of place, clip through things and disappear entirely. It also seems that after the introductory level that your lives reset to 0, instead of the standard 3 as outlined in the Read-Me.â
âIn addition to the board moving faster, the player would also benefit from the board being able to rotate at the same pace, if not faster. A faster rate of spin on the board would mean less time for the player to think about the direction and focus more on leading the ball somewhere. With how slowly the board rotated, it felt more like I was waiting longer than I shouldâve?â
âHave a mechanic designed to never have the player lose track of where the ball is. Options for this would be an arrow pointing directly at the ball, or have the camera kinda zoom out when the ball is moving further away. This is just so that players donât lose the ball within the maze-like levels.â
âI think you could also Frankenstein another arcade game to it and have Breakout sections of levels that you need to shoot the ball at to get into. Also maybe a special type of coin that slowly disappears the closer the player gets to it, so theyâd have to line up a perfect shot from far away in order to get it. Another idea could be a different type of enemy that throws itself at the player and theyâd have to shoot it with the ball or something.â
Overall, I feel that I have learnt many skills which will allow me to make a better game in the future. Stay tuned for the next project.
Fullerton, Tracy. Game Design Workshop : A Playcentric Approach to Creating Innovative Games, Fourth Edition, CRC Press LLC, 2018. ProQuest Ebook Central, http://ebookcentral.proquest.com/lib/qut/detail.action?docID=5477698.