Adventure Game Studio

Creative Production => Critics' Lounge => Topic started by: joelphilippage on Thu 16/12/2010 22:48:35

Title: How to improve game strategy
Post by: joelphilippage on Thu 16/12/2010 22:48:35
Here's my first flash game I'm attempting to make.
You are a dinosaur that can turn into a tree and back again.
You have to avoid the herbivores and carnivores while playing.
So far it's really boring. Have any ideas to improve the game play?

http://joelphilippage.webs.com/Scared.swf

The black square starts the game and it ends when you are eaten.
Please ignore any bugs and graphics right now.
Title: Re: How to improve game strategy
Post by: CaptainD on Fri 17/12/2010 10:42:20
Hmm... nice game idea, however as you say, in its current form it's a bit boring.

What I think could improve it:

1 - Make it a top-down view with carnivors and herbivors coming at you from all directions
2 - Add some power ups / power downs - something you can eat that will have a positive / negative affect.  Perhaps if you eat meat it stops you from being able to turn into a tree for a few seconds, vice versa if you eat a leaf
3 - Maybe add a level system - last 60 seconds and go on to the next, more challenging level

Hope these suggestions help!
Title: Re: How to improve game strategy
Post by: Wersus on Fri 17/12/2010 14:31:37
The link doesn't work? Anyway, even without playing the game I have to disagree a bit. It's not worth trying to make an unfun concept into a fun game. Adding powerups and other distractions will not make a boring game into a fun and challenging experience if the core of the gameplay is just not entertaining. Even if you are making your first test games, try to think of a fun concept before you start coding. Quite often something that sounds fun on paper isn't fun when you actually play it and you usually should just accept that, learn from the experience and move on.

Even if we are talking just about learning to make games, it will be better to have specifications for a fun game before actual game making begins. It's much harder to add things later on if you haven't planned on having them and you will actually learn less when you are doing ugly patching instead of designing the system right from the beginning.


Good luck with your projects :)