The emphasis of the game from the fun perspective is dynamic movement, while incentivizing speed and diverse usage of mechanic. The more the player moves and the more kind of moves he makes, the higher the score he'll get.
From the retro perspective, I focused on a main mechanic (of obstacle avoidance) while trying to recreate the feeling of retro arcade machines (which frankly I don't have much experience playing).
WHAT IS RETRO
The main retro elements I'm familiar with are:
high playability (very game focused and less UI focused)
Replay incentivizing (via means of highscore, general competitiveness, more content the further the player progresses etc...)
theme focused in design of game elements such as UI, the machine itself etc...
Mostly intuitive (mostly instructions are'nt a must)?
I am yet to have an original main mechanic, but I have a feeling I want to make the player experience: Adrenaline rush from last moment stunt pulling.
And I have a theme to match: punk skate (not very original, but I like it so screw it)
My entry for the Retro Game Jam
The emphasis of the game from the fun perspective is dynamic movement, while incentivizing speed and diverse usage of mechanic. The more the player moves and the more kind of moves he makes, the higher the score he'll get.
From the retro perspective, I focused on a main mechanic (of obstacle avoidance) while trying to recreate the feeling of retro arcade machines (which frankly I don't have much experience playing).
WHAT IS RETRO
The main retro elements I'm familiar with are:
I am yet to have an original main mechanic, but I have a feeling I want to make the player experience: Adrenaline rush from last moment stunt pulling.
And I have a theme to match: punk skate (not very original, but I like it so screw it)