The game concept uses a hand-drawn aesthetic that may appeal more to children than originally intended. However, including darker enemies inspired by TV and film could help fix the tone issue and broaden the target audience. The developer enjoys the designed assets, particularly Schrodinger's cat which adds humor. Bosses with unique smaller enemies that have different abilities keeps the gameplay from getting dull. However, the developer wishes they had included character progression through upgraded weapons or abilities to make for a more in-depth experience. Overall the concept has turned out well though some elements could be improved.
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Videogame evaluation
1. Videogame Evaluation
I feel as though my game concept is well executed. The hand drawn aesthetic works nicely in my game and I
think looks good. It does however possibly createa game that struggles to find an age group. The look of the
game is probably a littlemore kid friendly than I originally setout, this does not mean it can’t or doesn’t work
but the rest of the games tone probably needs to change to also befriendlier to all ages.Or the possibility of
the juxtaposition could work for the mature game I was going for, examples of this are shown in Rick & Morty
and Bojack Horseman, where the traditionally kid friendly cartoon animation isused to help the shows
creativity.Bringingreal lifeissuesinto the world of cartoons.
So, I believe if I maybe included some different TV & Filminspired enemies I could help fix the tone problem
allowingthe game to gain its own audience.
I likethe look of all theassets I have created and feel they fit in well with the worlds I have created. I
particularly enjoy the Schrodinger’s cat.This added some humour to the game as well as this contributingto
their design and the way they fitinto the combat. My idea was that they were considered to both be aliveand
dead until they were shot and then they become either dead or alive. I feel this concept works well and makes
for an interesting enemy.
I feel likethe concept of havingbosses with smaller enemies that are summoned by them works well.It makes
each level feel uniqueand keeps the game from getting dull with fairly basic gameplay. This is helped with
many different small enemies that have many different abilities and behavedifferently. As well as this each
boss has different weaknesses, this means working out different patterns and each boss posinga new
challenge.
One concept I did not get to try out was the idea of progress for the main character.I feel likeI should have
changed weapons on the levels or included a section where you get to chooseto upgrade abilities or weapons.
This would have made for a more in-depth experience.
Overall I feel as though my game concept has turned out well and I have executed the majority of the ideas
well.