

After, that playtest I moved many obstacles to an appropriate distance from one another to allow the player to advance through this stage without any life if he was careful, however, will require a life or two if the player decided just to rush through the stage.

Something that came up while playtesting that was embarrassing was that at some point, I have made the game impossible to pass if the player has not collected enough lives’ that he was able to lose to further advance with the game. To Fix this issue of the landing of the platform I either made the platform either increase the period time of interval, make the platform larger for higher chances of landing or both.

Some other feedback that I have received from playtesting is that the game was impossible to land on some of the moving platformers. Therefore, I added a door to each level of the game, in which the player can infer that there is both a key and door, hence, they will need to collect them to advance to the next stage. In the Alpha, I just had the key with no information or hint that states to collect them. On playtesting on the alpha game, feedback that greatly helps in fixing a major flaw in the game was to emphasize the importance of collecting the key for the game. The incorporation I had in my games where Mario Platformer, Minecraft theme that leads to creating an Indiana Jones Adventure Game. I do not believe that I have developed any new aspects in-game, however, I have incorporated existing mechanics in games into a different platformer game. However, something unique or twist that I believed that my platformer game is that it has a Mario control vibe, however, it is set up like an Indiana Jones Adventure. I asked them “On how they came to that conclusion?”, and they responded, “the find the treasure and escape was a classic trope found in the movies. As I asked people to playtest my game, they pointed out that I took some Indiana Jones Adventure factor to my game. However, how I mainly make the level incrementally more difficult is the appearance of the enemy and the speed at how the enemy and deadly object come towards the enemy and enable his easy walkthrough of the game.Īs I was creating the game, I first started making the game I did not think of a return route for the game, however, as I further created the game, I taught it would be a little twist for the adventure to try to escape with the treasure. Even at one point, I introduced a new mechanic digging to the game as the only way to advance to the next stage of the level. As the level progress, I introduced a new element to the game as the different orientation of the moving enemy and moving platform. And in the layout, I tried to keep the level of advancing the game to a straight forward idea that there is a door and the key, therefore, the player needs to make the connection in order to advance I must grab the key to unlock the door to the next stage. In the first few stages, I made the layout of the game restricted to only the visible screen of the game. However, I game my game a restriction and the only block you are able to destroy the dirt block and is only able to be accessible when the player explorers a stage and discover the shovel and unlocks the ability to dig/destroy dirt block.Ī concept that I took and applied to my game is creating a game that keeps the player a sense of progressively advancing difficulty. Another game mechanic that I have taken from Minecraft is the digging/block destruction of blocks. Were in Minecraft are diamond and iron, however, the treasure is an actual treasure chest. In Minecraft, the way to level up and advance in the game is to take an adventure in the cave to discover rare treasure. Some of the Aesthetic I took from Minecraft that looking back at my game I came to realize was the cave adventure aspect in whole. However, I have recently gone back to Minecraft and has been the only videogame that has been playing this entire summer session. It might not seem that Minecraft was part of the inspiration beside of the pixelated and block design. My game is inspired by these games because I made the design for the object and the character of my platformer to be created looking pixelated. The aesthetic inspiration that I took to create my platformer game, were from old arcade game and Minecraft.
