Design  |  Overview This is a game about a young girl’s rite of passage among temples in the clouds The Translocation Ability allows the player to change places with specific objects she aims at This is a game about movement, traveling vast distances and solving environmental puzzles.
Design  |  Overview The games begins at a Vista, a high point with an breathtaking view (alternatively walking up a hill and finding the Vista) Logical controls with mouse and keyboard (or xbox-controller) At some point, something will tell the player what objects to shoot at
Design  |  Game Cycles During the game the player will move around quite a lot in the game world. A bigger game decision is where to go next, while a smaller decision is what to do about the puzzles and obstacles on the way.
Design  |  Risk/Reward The main challenge of the game will be environmental puzzles The game is slow-paced and not very dangerous. If the player fails often, it will take longer time to reach the end, but she will never have to start over from the beginning. The player risks her strategy, her ideas on how to go on, and the reward is that she succeeds.
Design  |  Progression There is no character progress, but the player gets better Slow-paced, intelligence challenges. Move through environment. Use the Translocation Ability to progress.  Open, seamless world. New areas unlocked throughout the game.  The goal of the game is always visible in the world, in the form of e.g. a high tower. The player sees and feel that she is getting closer and closer to the goal.
Design  |  Retention This is a game you play through once and then remember for the rest of your life If you go back, it is because it’s so pretty
This game is largely aimed at the guy standing behind you, watching you play over your shoulder Seeing as how the entire production is aimed towards publishers, the player certainly profit from telling people about the game once it is finished and shipped Design  |  Referral

Assignment 5 Luciddreams

  • 1.
    Design | Overview This is a game about a young girl’s rite of passage among temples in the clouds The Translocation Ability allows the player to change places with specific objects she aims at This is a game about movement, traveling vast distances and solving environmental puzzles.
  • 2.
    Design | Overview The games begins at a Vista, a high point with an breathtaking view (alternatively walking up a hill and finding the Vista) Logical controls with mouse and keyboard (or xbox-controller) At some point, something will tell the player what objects to shoot at
  • 3.
    Design | Game Cycles During the game the player will move around quite a lot in the game world. A bigger game decision is where to go next, while a smaller decision is what to do about the puzzles and obstacles on the way.
  • 4.
    Design | Risk/Reward The main challenge of the game will be environmental puzzles The game is slow-paced and not very dangerous. If the player fails often, it will take longer time to reach the end, but she will never have to start over from the beginning. The player risks her strategy, her ideas on how to go on, and the reward is that she succeeds.
  • 5.
    Design | Progression There is no character progress, but the player gets better Slow-paced, intelligence challenges. Move through environment. Use the Translocation Ability to progress. Open, seamless world. New areas unlocked throughout the game. The goal of the game is always visible in the world, in the form of e.g. a high tower. The player sees and feel that she is getting closer and closer to the goal.
  • 6.
    Design | Retention This is a game you play through once and then remember for the rest of your life If you go back, it is because it’s so pretty
  • 7.
    This game islargely aimed at the guy standing behind you, watching you play over your shoulder Seeing as how the entire production is aimed towards publishers, the player certainly profit from telling people about the game once it is finished and shipped Design | Referral