The same framework is used for the following as for the last critiques.
Note: I was not present for these presentations (I had a coop interview during class), so these critiques are based on their powerpoints, and brief discussions I had with people about what they saw during the presentations.
4.1 AquilaBalance: Looked to be a fairly well balanced player vs player model
Model: Digital prototype played by two players over the internet (player 1 vs player 2)
Art: Simple artwork, nothing over the top, but definitely got the game across.
Mechanics: This is a player vs player internet strategy game.
Originality: Not an overly original idea (but how many are?), but still seems like it would be fun to play.
Translation to paper: Didn't have to deal with this, they had a digital prototype.
Some other notes:
- good feedback from testers on good and bad (need to improve navigation)
- some bugs turned out to be useful, so they don't have to take them out!
4.2 The Legend of Chopstick ChungBalance: Looks fun, but will need some more balancing (difficulty, hit boxes, etc)
Model: Digital prototype of one of the mini games; the players goal is to grab flies with chopsticks.
Art: Decent looking artwork. I'm guessing they will be using it in the final game as well.
Mechanics: Simple, fun mechanic. In first person view, you use a pair of chopsticks to catch flies.
Originality: Looks really fun. I like the idea of mini games, especially ones you can play with friends.
Translation to paper: Didn't have to, they jumped right into digital prototype.
Some other notes:
- lots of feedback on how to improve
4.3 Deep FieldBalance: Looked to be fairly well balanced; will be interesting to see a physical prototype changed into a digital one.
Model: Simplified and removed the original story to avoid complication and confusion. Used props to test out the mechanic.
Art: Simple, clear, hand drawn artwork.
Mechanics: You are being punched by game AI. Try to escape, and take out the games gates to stop the attacks.
Originality: Nothing overly original. They player is trying to escape from the game AI which is punching them.
Translation to paper: Used props and such instead of a paper prototype because it was more feasible to test their mechanic.
Some other notes:
- refined game concepts as they tested
- the team played the part of game AI
- clear feedback to incorporate into production
4.4 DynastyBalance: Looked well balanced, but likely to need alot of tweaking when they introduce elements that were not in the prototype.
Model: Paper prototype, but also use a computer to enter URL's that are received as clues.
Art: Hand drawn artwork good for testing.
Mechanics: It is an RPG. They tested people that were familiar with this genre. Players got to collect clues, complete puzzles, fight monsters, and run into dead ends.
Originality: It is an educational game (I believe the only one is this class?) which is a less used genre. RPG is more common, and this is the style of their game.
Translation to paper: Translated well to paper-ish prototype.
Some other notes:
- very well documented testing (took a peak at testing report)
- lots of feedback on how to proceed