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Game-design in practice, group post #8

We have made a big decision.... So we were going to try to market our game and sell the "idea" to a audience. But until now, we have not gotten any feedback on the game we have made and it seemed impossible to find play testers for our game and get the feedback we wanted. So after a meeting of ours, we discussed the game we had and if we could change the current idea to something else. If the game could be something else, and still use the code/art we had. We decided to change our game idea and we are now focusing of making a single player game, still having the recoil mechanic, which will be a 2D platform puzzle game. We are taking help from games such as "Hollow Knight", "Shovel Knight", "Super Mario", to get a better idea of what we will be trying to achieve.

Hollow Knight:

Shovel Knight:

Super Mario:

This was a big decision and we think it will be much easier to market, only because it is single player and you do not have to find 2-4 players to play test it. We also thought that the play testers will appreciate this idea more than a battle royal kind of game(couch like). It also ment that we have to start over, thinking wise, and throw a lot of content away. Also all the posts we have made to market our game, hade to be redone! Which is the hard part of everything.

Our goal now is to make a quick product of our mechanic and movement so we can send it out to people and get responses of how it feels, so we can improve it. Then we are going to make a level, where the level design is important because we want it to be challenging for the player, puzzle challenging. We want to find a target audience as quick as possible.


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