reflects that the most common feedback was to include more content, such as a character selection screen or customization as originally planned, and to make the game map more dynamic.
3. Research
• Strengths
– I got to see similar games to what I made.
– I saw that there are many pixel Sidescrollers on the current market for mobile
gaming.
– I got to see what I could make different to what's already out there.
– I got to listen to different soundtracks for different games.
• Weaknesses
– I found a lot of games that were similar to my games concept.
– Finding sounds that weren’t used already was hard.
– I could have put in more time into finding other similarities in other games.
4. Planning
• Strengths
– I got to think about games I have already played.
– I found different aspects of games that I wouldn't usually highlight.
– The mood board got full quickly because I pretty much knew what I
wanted to do straight away.
• Weaknesses
– I could have spent more time working on the mind maps, figuring out
other things that are necessities to games.
– I could have spent more time on the mood board, so that I could have
explored more concepts.
– The mood board was very generic for the style of game I made.
5. Time Management
• I did complete my project well before the deadline, so I still
have lots of time to go back and make changes.
• I don’t think I would need more time as the work I have done
is to a suitable standard and with the amount of time I still
have I think that if I had more ideas I could make the game
even better. So if I had game changing ideas I would go back
and add them the re-edit everything else to do with the
specific change.
6. Technical Qualities
One similarity is the graphic ideas as
they are both side scrolling dynamic
games.
The character design is
quite similar as they are
both made as separate
assets, but also
different at the same
time as my character
isn’t highlighted with a
border.
The text design is on a whole other scale
as the text design on the ‘Terraria’ game
is very cartoony while my game has very
blocky writing.
7. Aesthetic Qualities
• Strengths
• I liked the fact that I could reapply the minimalistic style.
• The style is very easy on the eyes which can make the player ship
higher as that some people can be excluded from playing certain
games as they have explicit content or flashing images that restrict
many people.
• I got to make everything by myself which made the inspiration
behind the design even more original.
• Weaknesses
• I could have put more depth into the layers of the land below the
character, to make it look more dynamic in they way the character
moved.
• The character is very basic which would be nice to have changed
because a lot of characters, even in pixel games, are very detailed
where they can be changed by the player, while my game just has
one character with no character selection screen so you just jump
straight into the game itself.
8. Aesthetic Qualities
I believe that my work looks
very good. One reason for that
is the consistency of the
minimalistic style. As you can
see below the dinosaur is made
in a silhouette, which falls into
the minimalistic style.
I believe the menu is good looking
because its easy to navigate and
easy on the eyes. What I mean by
‘easy on the eyes’ is that some
games have really over the top
with lots of flashing images taking
over the screen.
9. Audience Appeal
I made sure that the
game would be suitable
for 7+, one way I did this
was the characters
design, as it doesn’t show
a lot of ‘skin’ which would
make it less non-explicit.
The app logo concepts looks very friendly
and simple enough to recognize to other
players. It would also not affect anyone as
there is multiple app logos which don’t
include content of mixed nature.
11. Feedback 1
• What did you like about the product?
– I like the music what go along with the game. I like how
you have added in a loading screen to make the game feel
more like an actual game. Another thing that I like about
the game is that you went for a more retro feel towards
the game.
• What improvements could have been made to
the product?
– You could maybe make the game a little bit longer so then
other people would have a better feel to how the game
feels and what its like.
12. Feedback 2
• What did you like about the product?
– I think the loading screen was an interesting and unique touch.
– The design of the game was done really well, everything looked
professional and finished.
– As it was done pixel by pixel, the game moved really smoothly.
– The app logo’s matched the theme and aesthetic of the game.
• What improvements could have been made to
the product?
– The game itself could have been a little longer.
– More content in regards to gameplay.
13. Feedback 3
• What did you like about the product?
– I like the effect that you used in your game. I also like the
sound effect and the loading screen that is quite simple
but I like it.
• What improvements could have been made to
the product?
– I think you could have improved the app logo because I
found it quite simple.
14. Peer Feedback Summary
• What do you agree with from your peer
feedback?
– I agree that I cold had included more content because I feel that the
content provided was a good standard but there needed to be more as
I said that I would have a character selection screen and I never
included it.
• What do you disagree with from your peer
feedback?
– I disagree that the app logo should have been more complex because
the whole idea behind the app logos was that they should fit the rest
of the games style which was easy on the eyes and simple.
15. Peer Feedback Summary
I think I would add more content because out of the three feedbacks, the
most common thing brought up was the amount of content.
I think I would have added a character selection screen or even a character
customization screen. I also should have lived up to what I said and made the
game dynamic because all you got to see was some jumping and walking, so
I would make the map dynamic with maybe the character making a cave or
some tools.
Editor's Notes
What were the strengths of your research? How did your research help your product?
What were the weaknesses of your research? What could you have done better/improve? What effect would this have had on your product?
What were the strengths of your planning? How did your planning help your product?
What were the weaknesses of your planning? What could you have done better/improve? What effect would this have had on your product?
Did you manage your time well? Did you complete your project on time or would your products have improved with additional time?
What would you have done if you had more time to produce your work?
Compare your work to similar existing products and discuss the similarities and differences
Put your final piece(s) in the centre of a page alongside an existing product
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
Does your work look good? Was it creative? What aspects of your game’s visuals do you like? What would you improve? How would you improve it?
Discuss the strengths and weaknesses
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
How have you appealed to your target audience? What specific bits of content would appeal to your target audience.
Refer to your findings from your questionnaire.
Put your final piece(s) in the centre of a page and analyse them
Use text boxes and arrows
What changes would you make to your product based upon your peer feedback and why?