Digital Games Analysis
Testing, UX feedback, gameplay analysis and game accessibility design.
Saturday, 17 August 2013
[Non-linear story analysis] Freeway Fighter, a gamebook by Ian Livingstone (complete story map)
This is the result of a few hours analysis of story board and the flow of the story through an old gamebook I recently bought. Freeway Fighter is a single-player role-playing gamebook written by Ian Livingstone, illustrated by Kevin Bulmer. Originally published in 1985. Simply put, it is a setting of a famous old movie - Mad Max (1979).
Friday, 16 August 2013
NYRTHOS - Third batch of testing, bug reporting and gameplay feedback (Alpha)
A third summary of testing Czech hand-crafted old-school RPG - Nyrthos. Still a long way to go, but definitely a progress has been made.
Playtime: 2 playthrough session (v0.9.13b), 2:30:00 (I died a lot.), 8.+13.8.2013
SUM-UP: The main issue I see in the combination of long walks between areas (waypoint system?), difficulty setting in context of a freemium nature of the game and dialogue double-click bug. I did find an important 2 weapons exploitable glitch (see below). Overall it looks promising, but there should be a hell of a lot tweaking, if the game is supposed to be freemium. The player experience, feedback loop from the game and flow of the gameplay is not there yet.
Keep up the good work, guys!
Playtime: 2 playthrough session (v0.9.13b), 2:30:00 (I died a lot.), 8.+13.8.2013
SUM-UP: The main issue I see in the combination of long walks between areas (waypoint system?), difficulty setting in context of a freemium nature of the game and dialogue double-click bug. I did find an important 2 weapons exploitable glitch (see below). Overall it looks promising, but there should be a hell of a lot tweaking, if the game is supposed to be freemium. The player experience, feedback loop from the game and flow of the gameplay is not there yet.
Keep up the good work, guys!
Tuesday, 6 August 2013
Story design - Concept art: In a cyber jazz bar
Big Johnny's Bar
{ A dystopian cyberpunk mobile game [prototype] }
As you enter the Big Johnny’s Bar, you immediately hear the tendering sound of high pitched trumpet and painstakingly easy rhythm of the drums. It is melting your perception with nearly unbearable silent beats of drummer’s sticks. It seems that time has stopped in nineteenth century, in this bar.
Damn those sixties!
Tuesday, 30 July 2013
Story design - Concept art: A dystopian cyberpunk mobile game [prototype]
A New Employee From The Slums
[One of possible opening sequences leading to on boarding process and tutorial]
[One of possible opening sequences leading to on boarding process and tutorial]
*FanArt picture not-related to the game, to set the mood. Origin: http://hunqwert.deviantart.com |
Monday, 10 June 2013
[First impression] NYRTHOS 2nd technological demo
List of first impressions or rather bugs and tweaks from notes during play of Czech action RPG game - NYRTHOS. In next few days I will work on deeper analysis for the second demo of Nyrthos. But for now, just a brief overview.
Playtime: 1 playthrough session, 1:30:00 (I explored a lot.), 26.5.2013
SUM-UP:
The overall impressions are good. It seems that a progress was made in fields of boss fights and also the battle system seems tweaked a little. There were some minor bugs, although when glitched the save game function itself, it was quite frustrating. The biggest promise is a feature called Trophies, which seems to have an aesthetic function AND gameplay function.
Playtime: 1 playthrough session, 1:30:00 (I explored a lot.), 26.5.2013
SUM-UP:
The overall impressions are good. It seems that a progress was made in fields of boss fights and also the battle system seems tweaked a little. There were some minor bugs, although when glitched the save game function itself, it was quite frustrating. The biggest promise is a feature called Trophies, which seems to have an aesthetic function AND gameplay function.
Labels:
alfa,
czech games,
online browser games,
testing
NYRTHOS preAlpha DEMO Testing
I apologize for one fu*king big post, I tried to be most efficient and sum it all up in an understandable way. Hope it worked.
Playtime: 4 playthrough sessions, 21.-23.2.2013
SUM-UP:
Main issue with game mechanics - for me - was double-click to run, sometimes a pathfinding breaks and jumpy yellow object underlight. The main positive was a BG feel I got during the first story animation - a calming breeze of excellent story and Irenicus, a sound of promise and quality. I also liked the night and a pond >.<.
Playtime: 4 playthrough sessions, 21.-23.2.2013
SUM-UP:
Main issue with game mechanics - for me - was double-click to run, sometimes a pathfinding breaks and jumpy yellow object underlight. The main positive was a BG feel I got during the first story animation - a calming breeze of excellent story and Irenicus, a sound of promise and quality. I also liked the night and a pond >.<.
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