Inverted Gnome’s game design is
using elements of the four types by using the age-old method of point and click
adventure, with mechanics that supports and helps the player through the story,
as well as an aesthetic that adds exponentially to the ambience of the game,
and technology that is accessible to almost everyone.
Could your team’s game design be
improved by enhancing elements in one or more of the categories?
Since our game is a new take on
old-school point and click adventures, we want to focus on improving the story
element as much as we can.
Players will be constantly talking
to the characters inhabiting the world, and seeing Wellington’s thoughts on
various items and situations, so we want to make these dialogues entertaining
and interesting for the player to read or listen to.
The mechanics, aesthetics, story
and technology all work together very nicely and fit our game because of its
simple and lighthearted style.
•Cartoonish
art style
•Fairly
simple / self explanatory game mechanics
•Lighthearted
and humorous story
•Not
a very demanding game
The goal of the game is to find
Wellington’s other boot, as well as to have the player work their way through a
variety of difficult puzzles. They can try to achieve it through the mechanics,
as well as their own puzzle solving skills. They can inspect evidence, collect
clues, interrogate NPCs, and combine clues as well. However, in the end the
problem solving relies totally on their ability to think logically. It will
give them a bigger sense of accomplishment in the end.
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