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#ActualCronnix

Posted 09 October 2012 - 02:52 AM

I would suggest ditching the timer and instead working on defining the characters. What makes them unique, what utility do they have in the game, why would player want to play them. Only then introduce timer if you feel it is needed to enforce certain aspect of gameplay. Trine (first one) for example found a very nice balance between action and mild puzzles that utilized all of your characters, also there were often several ways to overcome a challenge. Second trine however focused too much on puzzles for me to like it.

If you dont want puzzles, dont make puzzles. But platforming and puzzles go hand in hand with such concept. You could try instead making combat focused turn based game, where each character would have unique attacks that work better on certain enemies than others. This way you could plan your attacks and place your characters at certain future enemy paths. Say you have a melee character and ranged character. Place the melee one around the corner who will assassinate the guard next turn and the ranged character to take out the guard through the window that doesn't let the melee get close.

Games like X-COM: Apocalypse, where you had line of sight and could play versus other player, trying to predict his movements and place your soldiers strategically could be a source of inspiration, despite different genre (iso turnbased instead of platformer).

But start with re-evaluating if you really need the timer, I think it is keeping you in a more closed mindset of developing this design.

#1Cronnix

Posted 09 October 2012 - 02:51 AM

I would suggest ditching the timer and instead working on defining the characters. What makes them unique, what utility do they have in the game, why would player want to play them. Only then introduce timer if you feel it is needed to enforce certain aspect of gameplay. Trine (first one) for example found a very nice balance between action and mild puzzles that utilized all of your characters, also there were often several ways to overcome a challenge. Second trine however focused too much on puzzles for me to like it.

If you dont want puzzles, dont make puzzles. But platforming and puzzles go hand in hand with such concept. You could try instead making combat focused turn based game, where each character would have unique attacks that work better on certain enemies than others. This way you could plan your attacks and place your characters at certain future enemy paths. Say you have a melee character and ranged character. Place the melee one around the corner who will assassinate the guard next turn and the ranged character to take out the guard through the window that doesn't let the melee get close.

Games like X-COM: Apocalypse, where you had line of sight and could play versus other player, trying to predict his movements and place your soldiers strategically could be a source of inspiration, despite different genre (iso turnbased instead of platformer).

But honestly, start with removing the timer, I think it is keeping you in a more closed mindset of developing this design.

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