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FEEDBACK GAMES RESEARCH

Sunday, December 1st

Today I decided to have a quick look at the games that were suggested in the Friday Feedback:

  1. Speedrunners

  2. Crypt of the NecroDancer

  3. Pikuniku

Feedback Games Research: Bio

Speedrunners

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What the game offers:

  • local and online

  • simple mechanics and controls

  • the players share the same screen, and if one is left behind, then he or she dies

  • no finish line. The game ends when there is only one player left in the screen

  • once the first player dies, there is a red rectangle that gets smaller ans smaller, allowing for less and less space to be within. This means more suspense. Clever.

  • multiplayer mode, story driven mode

  • built in stages + player built stage, you can create your own

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I can see why we were suggested to look into this game. There are certain similarities between our game and this one. What I found useful was the way they used the screen. We were wondering what to do if the second player is left behind, and it's nice to see how they solved this issue: well.. they killed the player. I guess this is a viable solution, although I'm not sure what would happen if the second player is inexperienced. We don't want them to keep dying. We will have to consider this possibility when designing the screen.

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I also like the red rectangle mechanic, which provokes a certain suspense and players to get agitated. We are not necessarily going for this kind of feeling, but I have to say it's a nice mechanic.

Feedback Games Research: Video

Crypt of the NecroDancer

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What the game offers:

  • a rhythm dungeon crawler

  • you have to keep moving according to the beat

  • all actions within the game are synced to the beat, including enemies, which have a predictable pattern due to this reason

  • time-pressure to solve the puzzles, you don't have time to stop and think

  • you die a lot, and then when you revive, you know what you did wrong so you can avoid doing it and die in a new way

  • very immersive, you don't have time to think about the world around you

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This is an interesting game, that like us, combine two different types of games. I like how they achieved time pressure by using rhythm, and I think it's very smart to combine it with a puzzle game. This would have been useful to know about when developing the Abseiling game idea. What I don't particularly like is the fact that when you die, you go back to where you were, which means you can spend a lot of time trying to pass a certain threat. I personally don't like doing that, but if that is what the developers wanted, it's absolutely fine. I think one thing we can take from here is the immersiveness that they produced by adding rhythm. We too, want players to sink into the gaem and have fun, forgetting about the every day problems.

Feedback Games Research: Video

Pikuniku

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What the game offers:

  • minimalist style

  • a cute long legged character

  • single player, co-op two player modes

  • you "help peculiar characters overcome struggles, uncover a deep state conspiracy, and start a fun little revolution."

  • silly scenarios, funny dialogue

  • mechanics: jumping, kicking, and rolling around

  • simple game with a lot of characterisation, upbeat soundtrack

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This game resembles our in the art style - very much, and the characteristics of the protagonists. I love how his legs bounce and stick to objects. I will definitely look into this when developing the game. I find it interesting how they made the whole concept, a very scary creature that is in fact a blob. I think the game is funny and definitely deserves a try. What we could take from the game is the movement of the protagonist. I really like it and I think it would suit our game well. The vibrant colours and minimalist style are very close to our game too, so we must make sure we don't get too close before running into copyright issues.

Feedback Games Research: Video
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