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GAME ANALYSIS
                GAME – BRAID




                     By:
                 Manas Murali


Manas Murali
Game analysis
24/Aug/2012                     Page 1
Table of Contents
Introduction ............................................................................................................................................ 4
I. Formal elements .................................................................................................................................. 4
          Player .......................................................................................................................................... 4
       o       Number ................................................................................................................................... 4
       o       Role ......................................................................................................................................... 4
          Objectives (Capture and Rescue) ................................................................................................ 4
       o       Primary objective .................................................................................................................... 4
       o       Secondary objective ................................................................................................................ 5
          Procedure .................................................................................................................................... 5
       o       Actions .................................................................................................................................... 5
       o       System procedures.................................................................................................................. 5
          Rules ............................................................................................................................................ 5
       o       Objects and concepts .............................................................................................................. 5
              Restricting actions ................................................................................................................... 6
       o       Determining effects ................................................................................................................ 6
          Resources .................................................................................................................................... 7
       o       Usability .................................................................................................................................. 7
       o       Management ........................................................................................................................... 7
          Conflicts....................................................................................................................................... 8
       o       Enemies ................................................................................................................................... 8
       o       Level obstacles ........................................................................................................................ 9
          Outcome - ................................................................................................................................... 9
II. Dramatic elements ............................................................................................................................ 10
          Challenges ................................................................................................................................. 10
          Evolution of the enemies .......................................................................................................... 10
          Player ........................................................................................................................................ 11
          Premise ..................................................................................................................................... 11
          Story .......................................................................................................................................... 11
          Character................................................................................................................................... 11
       o       Tim ........................................................................................................................................ 11

Manas Murali
Game analysis
24/Aug/2012                                                                                                                                         Page 2
o      Princess ................................................................................................................................. 11
      o      Evil monster .......................................................................................................................... 12
         Dramatic arc .............................................................................................................................. 12




Manas Murali
Game analysis
24/Aug/2012                                                                                                                                    Page 3
Introduction

It is a platform- puzzle game designed by Jonathan Blow. In this game the player controls a character
name Tim and have to solve different puzzle to complete the game and save the princess, who was
abducted by an evil monster.




                                        Figure 1 Braid – The game



I. Formal elements
         Player

            o Number – It is single player game only.
            o Role – The main character is man name Tim. He is the main protagonist who wants
                to rescue the princess from an evil monster.



         Objectives (Capture and Rescue)

            o   Primary objective – The main objective of the protagonist (Tim), is to solve puzzles
                of each and every level of six different worlds and also to avoid all sorts of obstacles
                and conflicts which are present in the level. To clear each world, Tim has to collect
                pieces of puzzle, which are available in each level, and solves it to clear the world.


Manas Murali
Game analysis
24/Aug/2012                                                                                      Page 4
o     Secondary objective – The player can also go for to search for all the hidden stars
                in the game. There are eight in total.




    Procedure
          o Actions
                        Tim can “jump” in the levels.
                       Can move around in four different directions
                       Activate leavers and doors in the game.
                       Can climb ladders and striped walls
                       The player can give a header from the bottom of the creeps which cost the
                        character to knock him out. It can be useful in world five, where the
                        character’s shadow can perform the header to the shadow creeps.


          o System procedures
                        The player handles the most important element in the game, which is
                        “Time”.
                        The player can rewind or forward the whole gameplay of the session, full
                        from starting to end of the game.
                       There are different games mechanics present differently in some of the
                        world. Like in world five, the player can produce Tim’s shadow till certain
                        time by rewinding time. In World 6, the player can slow the flow of time in a
                        certain space.
                       The player can adjust certain options like music’s and sound effects volume.
                       The player can also save the game in a slot in the save option.

    Rules
          o Objects and concepts
                       The player can manipulate time but it can only be done till certain points.
                        For example, Tim moves from point A to B, and then from B he went to C, he
                        rewinds the time from C to B and takes another path B to D. if the player
                        rewinds now, he will rewind in this sequence – D to B to A not C to B to A.
                       The character can use his shadow to do the exact same thing, which he did
                        before the rewind, till a certain time.
                       The character can use keys to unlock doors and can also use leavers to
                        activate assets.
                       The ending of the game is determined by the number of stars one has
                        collected.




Manas Murali
Game analysis
24/Aug/2012                                                                                   Page 5
Figure 2 Tim using shadow




               Restricting actions
                      The character can’t die in this game which is most suited for this game.
                      The character cannot carry more than one key at a time.



                       It cannot use the keys twice which are in green, which are immune to time
                       change.
                      The character is unable to produce multiple shadows in all the levels in the
                       fifth world.
                      The character is unable to create multiple circles which slow the time in that
                       particular area in world six.


          o Determining effects
                      If the character gets any physical contact with any type of enemies or traps,
                       he will be out till the player brings him back through time manipulation.
                      The character can increase its jump-height by jumping over multiple creeps.
                      If the character uses it’s time slowing circle, any dynamic objects gets slow,
                       including the character himself. The rate of slowness increases if the object
                       comes closer to the circle.
                      If the character stands on the time immune platform, then he too is immune
                       to time.

Manas Murali
Game analysis
24/Aug/2012                                                                                   Page 6
   The character movements speed on clouds is dependent on which direction
                       is the cloud heading.




                               Figure 3 Tim using the circle with slows time




       Resources
                o Usability
                      The character can use keys and leavers in the levels.
                      Time also a resource in this game in which there is no limit to it.




          o Management
                      The player must think before applying different variety of usable item in the
                       level. Where the item is used? At what time we have to use? At what order?

                      It’s all depended on the player. For example, if the player tries to open the
                       time-immune door with the time-immune key, then he can use the key only
                       once. But if the player uses the normal key to open the time-immune key,
                       he can use the same key twice.
                      Managing time also plays a vital role in the game.




Manas Murali
Game analysis
24/Aug/2012                                                                                   Page 7
 Conflicts
          o Enemies
                    It’s a common land unit against the protagonist Tim, who is round in shape
                     and looks like a walking brain with a face and a pair of legs. Any physical
                     contact with this type of enemy is bad for Tim but Tim can jump over this
                     unit and gain extra bounce to reach higher places.
                    This unit is almost same as the picture plant found in the game Super Mario
                     Bros. It also arises from the green pipe over certain period of time.



                    There are lot of rabbits one can find in some levels with different size and
                     colour. Sometimes they attack in group or alone by jumping towards Tim.
                     They stay hidden underground and pops out from a flower to attack Tim.
                     They can also be killed like Goomba.

                    All these land creeps differs in ability and in speed over different levels. For
                     example, in world six, the plant pops out faster from its pipe with a short
                     interval.
                    The main boss is present in two of the world and is the final conflict of that
                     world. It has a large bull dog face with a cape, armour and spiky helm.




                                            Figure 4 Lair's Boss




Manas Murali
Game analysis
24/Aug/2012                                                                                    Page 8
o     Level obstacles –
                       There are lot of ground spikes which are often present in levels which can be
                        both, vertically and horizontally, present in platform inside the map.
                       There are variety of cannons which emits out fireballs, clouds and also land
                        creeps. These cannons also have its own pre-set speed of its emission for
                        each cannon differently in the same level.
                        Sometimes time immune obstacles can be troublesome too. The game has
                        been design such a way that the task looks easy to solve but after observing
                        the placement or timing of the time immune obstacles, can be a problem.
                       Just like the enemies, all the traps are different in ability and speed over
                        different levels.



    Outcome -
                The outcome of this game is depended on how many stars have player collected. If
                the player is without any star, in the end it reveals that Tim is the monster whom
                princess is running away from and she locked herself in her room. Or if the player
                does collects all the stars, Tim reaches out for the princess and then suddenly she
                explodes. Later on, Tim sees the constellation of stars of the princess outside his
                home.

                It is zero sum game where there is no point or experience to collect; there is just
                world of puzzles to solve. The player will win if all the puzzles are complete.




                                    Figure 5 Princess with the monster




Manas Murali
Game analysis
24/Aug/2012                                                                                     Page 9
II. Dramatic elements


    Challenges
      o   The player has to solve different physics puzzles in which the game mechanics differ
          from world to world.
      o   The toughness of the puzzle increase from level to level.
      o   The player has to precise his timing and orders to solve certain tricky puzzles.
      o   Quick actions are also plays a vital role from the player’s part.
      o   Each world is different, so the player has to think differently for each world.




                      Figure 6 Tim in action




 Evolution of the enemies
      o   The enemy unit differs in the different world. They are time immune creeps, even the
          environment obstacles take the time immune state so that it gets tougher for the player
          to solve.
      o   The levels are arranged in such a manner that the level of intensity is from low to high.
          The player will recognize the easy mechanics to tougher mechanics with the game flow,
          so that the player will know what to do where.




Manas Murali
Game analysis
24/Aug/2012                                                                                Page 10
 Player

       o    It is a fun and interesting game for players who likes puzzles and has lots of patience to
           solve puzzles.
       o   Also for the player who likes unique and different game plays with a short back-story.



 Premise
   The main character Tim, can’t remember what he had done to the princess which made her so
   mad. He has to find out the truth by rescuing her from an evil monster. He has to collect all the
   pieces of puzzle of each world, as they are a part of his memory, to solve the mystery.


 Story
    The story plays a small role in this whole game. In this game Tim did some bad thing to the
   princess which made her run away from you and later on he was taken from an evil monster.
   Tim sets out rescue her from the evil monster. The ending is determined from the number of
   secret stars collected by the player. As explained above in outcome, if the player payers have no
   stars then the princess locks herself in the room and if the character has all the stars, she
   explodes.




            Character

       o   Tim – The main protagonist of the game who sets out for a journey to rescue the
           princess. This is a playable character in which the player controls all his movements




                Figure 7 Tim




       o   Princess – One of the main character for whom Tim is searching for. Appears at the last
           level.




Manas Murali
Game analysis
24/Aug/2012                                                                                   Page 11
o   Evil monster – Also appears in the last level, he is the antagonist who kidnapped the
          princess.




                Figure 8 Knight and Princess




 Dramatic arc
      o   The feeling of the game is amazing from the start. The game world with its pleasing
          music fits the game perfectly.
      o   The tension rises from level to level as the level contains more tricky paths to clear.
          certain level.

      o   The over feeling of the game is good but there are some part where the player can get
          stuck for a long time which can be really frustrating. For example, in world 5, the
          character has to header a creep so that later on he can use his shadow to do that header
          and the character can jump on that creep to reach higher grounds.




Manas Murali
Game analysis
24/Aug/2012                                                                                   Page 12

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Game analysis manas_murali_braid

  • 1. GAME ANALYSIS GAME – BRAID By: Manas Murali Manas Murali Game analysis 24/Aug/2012 Page 1
  • 2. Table of Contents Introduction ............................................................................................................................................ 4 I. Formal elements .................................................................................................................................. 4  Player .......................................................................................................................................... 4 o Number ................................................................................................................................... 4 o Role ......................................................................................................................................... 4  Objectives (Capture and Rescue) ................................................................................................ 4 o Primary objective .................................................................................................................... 4 o Secondary objective ................................................................................................................ 5  Procedure .................................................................................................................................... 5 o Actions .................................................................................................................................... 5 o System procedures.................................................................................................................. 5  Rules ............................................................................................................................................ 5 o Objects and concepts .............................................................................................................. 5  Restricting actions ................................................................................................................... 6 o Determining effects ................................................................................................................ 6  Resources .................................................................................................................................... 7 o Usability .................................................................................................................................. 7 o Management ........................................................................................................................... 7  Conflicts....................................................................................................................................... 8 o Enemies ................................................................................................................................... 8 o Level obstacles ........................................................................................................................ 9  Outcome - ................................................................................................................................... 9 II. Dramatic elements ............................................................................................................................ 10  Challenges ................................................................................................................................. 10  Evolution of the enemies .......................................................................................................... 10  Player ........................................................................................................................................ 11  Premise ..................................................................................................................................... 11  Story .......................................................................................................................................... 11  Character................................................................................................................................... 11 o Tim ........................................................................................................................................ 11 Manas Murali Game analysis 24/Aug/2012 Page 2
  • 3. o Princess ................................................................................................................................. 11 o Evil monster .......................................................................................................................... 12  Dramatic arc .............................................................................................................................. 12 Manas Murali Game analysis 24/Aug/2012 Page 3
  • 4. Introduction It is a platform- puzzle game designed by Jonathan Blow. In this game the player controls a character name Tim and have to solve different puzzle to complete the game and save the princess, who was abducted by an evil monster. Figure 1 Braid – The game I. Formal elements  Player o Number – It is single player game only. o Role – The main character is man name Tim. He is the main protagonist who wants to rescue the princess from an evil monster.  Objectives (Capture and Rescue) o Primary objective – The main objective of the protagonist (Tim), is to solve puzzles of each and every level of six different worlds and also to avoid all sorts of obstacles and conflicts which are present in the level. To clear each world, Tim has to collect pieces of puzzle, which are available in each level, and solves it to clear the world. Manas Murali Game analysis 24/Aug/2012 Page 4
  • 5. o Secondary objective – The player can also go for to search for all the hidden stars in the game. There are eight in total.  Procedure o Actions  Tim can “jump” in the levels.  Can move around in four different directions  Activate leavers and doors in the game.  Can climb ladders and striped walls  The player can give a header from the bottom of the creeps which cost the character to knock him out. It can be useful in world five, where the character’s shadow can perform the header to the shadow creeps. o System procedures  The player handles the most important element in the game, which is “Time”.  The player can rewind or forward the whole gameplay of the session, full from starting to end of the game.  There are different games mechanics present differently in some of the world. Like in world five, the player can produce Tim’s shadow till certain time by rewinding time. In World 6, the player can slow the flow of time in a certain space.  The player can adjust certain options like music’s and sound effects volume.  The player can also save the game in a slot in the save option.  Rules o Objects and concepts  The player can manipulate time but it can only be done till certain points. For example, Tim moves from point A to B, and then from B he went to C, he rewinds the time from C to B and takes another path B to D. if the player rewinds now, he will rewind in this sequence – D to B to A not C to B to A.  The character can use his shadow to do the exact same thing, which he did before the rewind, till a certain time.  The character can use keys to unlock doors and can also use leavers to activate assets.  The ending of the game is determined by the number of stars one has collected. Manas Murali Game analysis 24/Aug/2012 Page 5
  • 6. Figure 2 Tim using shadow  Restricting actions  The character can’t die in this game which is most suited for this game.  The character cannot carry more than one key at a time.  It cannot use the keys twice which are in green, which are immune to time change.  The character is unable to produce multiple shadows in all the levels in the fifth world.  The character is unable to create multiple circles which slow the time in that particular area in world six. o Determining effects  If the character gets any physical contact with any type of enemies or traps, he will be out till the player brings him back through time manipulation.  The character can increase its jump-height by jumping over multiple creeps.  If the character uses it’s time slowing circle, any dynamic objects gets slow, including the character himself. The rate of slowness increases if the object comes closer to the circle.  If the character stands on the time immune platform, then he too is immune to time. Manas Murali Game analysis 24/Aug/2012 Page 6
  • 7. The character movements speed on clouds is dependent on which direction is the cloud heading. Figure 3 Tim using the circle with slows time  Resources o Usability  The character can use keys and leavers in the levels.  Time also a resource in this game in which there is no limit to it. o Management  The player must think before applying different variety of usable item in the level. Where the item is used? At what time we have to use? At what order?  It’s all depended on the player. For example, if the player tries to open the time-immune door with the time-immune key, then he can use the key only once. But if the player uses the normal key to open the time-immune key, he can use the same key twice.  Managing time also plays a vital role in the game. Manas Murali Game analysis 24/Aug/2012 Page 7
  • 8.  Conflicts o Enemies  It’s a common land unit against the protagonist Tim, who is round in shape and looks like a walking brain with a face and a pair of legs. Any physical contact with this type of enemy is bad for Tim but Tim can jump over this unit and gain extra bounce to reach higher places.  This unit is almost same as the picture plant found in the game Super Mario Bros. It also arises from the green pipe over certain period of time.  There are lot of rabbits one can find in some levels with different size and colour. Sometimes they attack in group or alone by jumping towards Tim. They stay hidden underground and pops out from a flower to attack Tim. They can also be killed like Goomba.  All these land creeps differs in ability and in speed over different levels. For example, in world six, the plant pops out faster from its pipe with a short interval.  The main boss is present in two of the world and is the final conflict of that world. It has a large bull dog face with a cape, armour and spiky helm. Figure 4 Lair's Boss Manas Murali Game analysis 24/Aug/2012 Page 8
  • 9. o Level obstacles –  There are lot of ground spikes which are often present in levels which can be both, vertically and horizontally, present in platform inside the map.  There are variety of cannons which emits out fireballs, clouds and also land creeps. These cannons also have its own pre-set speed of its emission for each cannon differently in the same level.  Sometimes time immune obstacles can be troublesome too. The game has been design such a way that the task looks easy to solve but after observing the placement or timing of the time immune obstacles, can be a problem.  Just like the enemies, all the traps are different in ability and speed over different levels.  Outcome - The outcome of this game is depended on how many stars have player collected. If the player is without any star, in the end it reveals that Tim is the monster whom princess is running away from and she locked herself in her room. Or if the player does collects all the stars, Tim reaches out for the princess and then suddenly she explodes. Later on, Tim sees the constellation of stars of the princess outside his home. It is zero sum game where there is no point or experience to collect; there is just world of puzzles to solve. The player will win if all the puzzles are complete. Figure 5 Princess with the monster Manas Murali Game analysis 24/Aug/2012 Page 9
  • 10. II. Dramatic elements  Challenges o The player has to solve different physics puzzles in which the game mechanics differ from world to world. o The toughness of the puzzle increase from level to level. o The player has to precise his timing and orders to solve certain tricky puzzles. o Quick actions are also plays a vital role from the player’s part. o Each world is different, so the player has to think differently for each world. Figure 6 Tim in action  Evolution of the enemies o The enemy unit differs in the different world. They are time immune creeps, even the environment obstacles take the time immune state so that it gets tougher for the player to solve. o The levels are arranged in such a manner that the level of intensity is from low to high. The player will recognize the easy mechanics to tougher mechanics with the game flow, so that the player will know what to do where. Manas Murali Game analysis 24/Aug/2012 Page 10
  • 11.  Player o It is a fun and interesting game for players who likes puzzles and has lots of patience to solve puzzles. o Also for the player who likes unique and different game plays with a short back-story.  Premise The main character Tim, can’t remember what he had done to the princess which made her so mad. He has to find out the truth by rescuing her from an evil monster. He has to collect all the pieces of puzzle of each world, as they are a part of his memory, to solve the mystery.  Story The story plays a small role in this whole game. In this game Tim did some bad thing to the princess which made her run away from you and later on he was taken from an evil monster. Tim sets out rescue her from the evil monster. The ending is determined from the number of secret stars collected by the player. As explained above in outcome, if the player payers have no stars then the princess locks herself in the room and if the character has all the stars, she explodes.  Character o Tim – The main protagonist of the game who sets out for a journey to rescue the princess. This is a playable character in which the player controls all his movements Figure 7 Tim o Princess – One of the main character for whom Tim is searching for. Appears at the last level. Manas Murali Game analysis 24/Aug/2012 Page 11
  • 12. o Evil monster – Also appears in the last level, he is the antagonist who kidnapped the princess. Figure 8 Knight and Princess  Dramatic arc o The feeling of the game is amazing from the start. The game world with its pleasing music fits the game perfectly. o The tension rises from level to level as the level contains more tricky paths to clear. certain level. o The over feeling of the game is good but there are some part where the player can get stuck for a long time which can be really frustrating. For example, in world 5, the character has to header a creep so that later on he can use his shadow to do that header and the character can jump on that creep to reach higher grounds. Manas Murali Game analysis 24/Aug/2012 Page 12