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KNau
07-19-2003, 01:54 PM
Hi,

I've been attempting to create a game that merges a very simple puzzle design with arcade style controls and gameplay. So far the project has been successful from a development standpoint (it works) but I'm not sure about the design. I stuck a little *too* close to my design goal and I have a game that has newer graphics but gameplay circa 1980 :)

The game is called "Scrambled Knights" and it is simply a memory / match game where you uncover identical pairs of images to clear the board as quickly as possible. The arcade element is that you are controlling a character who is being chased by baddies while uncovering those images. There is a screenshot from the early alpha attached to this post.

It's my understanding that most of the Popcap style puzzle games have no true "end point"- that Bookworm and Monster House continue forever in increasing difficulty until the player ultimately loses. There is no "end" to be reached in the game, just the desire to beat your last high score. Classic arcade games, too, rarely had endings - as I recall Pac Man goes on and on until the machine completely crashes at level 99 - and that is how Scrambled Knights has been designed.

As it stands, the player continues clearing boards and advancing in levels until they die. In level 1 you need to clear 1 board (12 matches), in level 2 you need to clear 2 boards, etc., etc. When a board is cleared another one drops into place until the specified number of matches have been made. Enemies get faster and spawn more often as levels progress.

I guess the question I'm posing is "Did I do this right?". I don't usually play puzzle games but from what I've seen they work in this manner. It still seems...shallow? I find it difficult not to provide a concrete end point to the game. At the same time any end point caps the replay value, which would otherwise be unlimited.

If anyone has advice on puzzle game design I'd love to hear it. I want to give the player some value for their investment and I want the game to be something they play more than once. At the same time my target release date is August 1st so I can't do a complete redesign / recode of the whole game in order to accomplish this.

Incidentally the demo/full version differences at the moment are:
1) unlimited levels (demo capped at 3 I think)
2) users can insert their own images for the puzzle.
3) high score table

Sorry for the long post. Any input would be greatly appreciated - I should have the beta ready for download and testing in the next couple of days for those who are curious.

Thanks!

Midnight Ryder
07-19-2003, 02:28 PM
My solution has been do both. For all of the puzzle games, I normally put in a 'Puzzle Mode' and Easy, Normal, and Hard modes for freeplay. That way, customers get the best of both worlds - a sense of accomplishment from beating the 'Puzzle Mode' game, and continued value though the freeplay modes. Seems to have worked pretty well for me.

gilzu
07-19-2003, 02:28 PM
I really liked the concept, and i dont think its too shallow.
look at AirXonix, who has the same dull idea, but its arcade
style was its up point.

I think that this game could be a real sucess as i would of
played it myself for hours if it would exist. you can also add
bonuses that can easily implemented such as high speed
and such (all appear randomly at the screen and at random time)

one thing though.
from the screenshot youve posted, the textures youre using
are quite "heavy" (couldnt find the right word) on the eyes.
what i mean is that its over-detailed. also, it uses the same
colors as the characters so its kinda hard to know who/where
they are. I don't see the main character from the same reason.

a change of camera angle can also solve this as it seems quite
distant that its hard to see without concentrating.

but then again, thats a really good concept!

-Gil

Dexterity
07-19-2003, 08:34 PM
Tough call. My intuition/experience says you might have a tough time marketing and selling this kind of game. Is the kind of player who'd be interested in a memory/matching game also the kind of player who'd be interested in arcade-style gameplay? I honestly don't know. It could actually be an interesting blend, since you have to use different parts of the brain simultaneously.

CJustin
07-19-2003, 10:53 PM
You probably will have a good deal or trouble getting your game noticed by those interested in such a blend, but if done well those who do might just think it genious.

There are 'purist' gamers, but my experiance proves there are also many gamers who enjoy several genre's... So I'm willing to bet there is room for games that bend the mold. They best do it well.

The graphics have a nice 'Oooh..' factor, but you need to do something to distinguish the characters more.

Having an open ended puzzle is fine, but if you do decide to add a definite finish somewhere, why not make it a story? Here are some questions you should answer in that event: Who are you? Why are you solving these puzzles? Why is it a memory game? When is it taking place? Where is it taking place? Where are these monsters coming from, and what do they have against you? And finally, what happens when you're done?

In no particular order. The more cleverly you answer them, the better. However, almost any story can be good, if it's presented well.

KNau
07-20-2003, 02:47 AM
Thanks for the feedback everyone!

I'll see what I can do to simplify the textures and I've already added multiple camera modes / positions that the player can choose from. I haven't thought about a story yet, I might look into that.

It would only take me a couple of days if I wanted to include a "classic" 2D match game mode without the arcade elements. Do you think that might satisfy the purists?

I could also add a "Panic Mode" which would be the arcade game on the hardest level with only one life and no powerups - the challenge for the player is to see how long they can last. The two additional modes (classic and panic) should hopefully add more replay value.

Thanks again!

CJustin
07-20-2003, 08:27 PM
That looks good on paper. If it will only take you a few days to add the classic mode, go ahead. Panic mode.. I'm not so sure. I suppose you could do it, I just don't personally see any value to it. If you think it would add to the coolness factor, go straight ahead. It would be cool if you had a special reward for the person who actually manages to beat it.