Jump to content
  • Advertisement
Sign in to follow this  
Shane C

Would you play this?

This topic is 1574 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

I'm having a hard time getting started. I'm struggling not just with execution, but rather, with design. Here is my current game idea of something to create...

 

You play a character much like Samus in abilities, on a 2D screen. No scrolling around, just one screen per level. There are 75 levels. Each level ends when you solve a puzzle. Solving puzzles involves using your gear, and worldly obstacles, to your advantage.

 

An example of an obstacle would be large, solid bubbles which move around but don't pop.

 

Is Portal like this? I haven't played the game but have heard about it. Super Metroid meets Portal on a single 2D screen per level?

 

I once made a 3 level Super Metroid clone. Real levels though. I wish I still had it because the clone isn't completely far off from this idea. Showing it could have avoided people calling this idea "vague".

Share this post


Link to post
Share on other sites
Advertisement

If you're curious about Portal, check out the trailer. I'd say it gives a fair enough broad idea of the game to get inspiration from it.

 

There are various other ones which may be of some inspiration, e.g. Quantum Conundrum.

 

It's potentially interesting, it depends upon whether there's a solid enough mechanic to give a good variety of gameplay, and if it has appropriate style/humour/story/whatever to make it stick. Portal benefited greatly from the dark humour, the backstory and the goal to escape which went beyond the simple level goals.

Share this post


Link to post
Share on other sites

Another puzzle game Shane C?

 

I thought you said you didn't like puzzle games that much.....

 

FYI, a recent thread here on gamedev seemed to indicate that most of the long timers here are not big time gamers or at least not into it as much as they once were.

 

But i can understand where you're coming from. Its hard to get in contact with potential players unless you have some sort of company web presence.  many sites are dedicated to one title or studio or publisher.  Many sites are news and reviews only, with no general discussion forums. Some don't even accept unsolicited submissions, opting instead to let popularity on the web do their initial vetting.  many general game sites with forums are much less dev friendly than one would expect as well.

 

This may be due to the fact that a webmaster has little vested interest in hosting forums where players and developers can freely meet and exchange ideas. At the end of the day, they're mostly about making money for themselves.  But there are exceptions, as with anything.

 

gamedev provides the open forums, but the user base is mostly devs, not players.

 

 

 

 

Share this post


Link to post
Share on other sites


There are 75 levels.

Why have you decided on 75 levels up front?  You would probably be better off seeing how many puzzles you can create (and play-testing to be sure they're both fun and challenging) and then basing the number of levels on that, otherwise you may find yourself with less puzzles and end up creating boring filler to try to reach your 75 level total.

 

 

Your game may or may not be fun based off the description -- I'd try creating a prototype and see how it actually plays. smile.png

Share this post


Link to post
Share on other sites

It all falls down to execution. Try it, see what works, what doesn't. Then hand over your prototype and we can see if we like the mood.

Share this post


Link to post
Share on other sites

i'd have to agree with jbadams and Orymus3, time for a rapid prototype.  

 

try coding one level and see what its like.

 

i find the rapid prototype to be an indispensable tool in the vetting process of what to build.

 

sometimes the results are surprising as to what is fun, and what is less fun that expected..

 

i've actually put sequels of previous hits on hold because the rapid prototype of the "new and improved" version was "not quite right yet" in terms of desired gameplay.

 

 

Share this post


Link to post
Share on other sites

id be cool and I bet there are already games like castlevania SoTN it is something like that what u want to create? I might work in something like that in a future I think...

Share this post


Link to post
Share on other sites

What I advice you to do, is go for it.. Try making the game, and the most important thing is, try it and play it first, if YOU find it not pleasurable then don't publish it, and work on it more. 

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!