petrSchreiber / BetweenTheBubbles-tb

Bugs adventure in an infinite bubbleverse, thinBasic game
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Gameplay variations #49

Open DirectuX opened 4 years ago

DirectuX commented 4 years ago

An idea for gameplay replenishment.

Do you remember this ?

Infographic n°2 from GDrive ![btb2](https://user-images.githubusercontent.com/17156661/83021679-a4ab9400-a02a-11ea-81d8-9cec4e230ef5.jpg)

It gave me this idea (click the image for full screen):

btb5

DirectuX commented 4 years ago

Another idea is "Mini-arena", mini game , maybe used for end-level boss or at random place with reward :

A cauldron or a bucket or any container may show on the water surface. Entering the perimeter triggers an event that "closes" the entrance (a branch fall, water lowers, the cauldron rolls to level itself with water, whatever...) Then, happens a series of confrontation against various foes. Can be concluded with a boss. Defeating the boss triggers "open the exit".

DirectuX commented 4 years ago

Another idea, inspired by actual games this time: "Forced march". May be later in the game progression, on large river arms, approaching the sea or at least after the 'city' world:

A tidal bore can force the Pilgrim to be in constant onward progression. A breaking wave can do the same for another level after the city; this one could have been generated by a passing boat or a canal lock is opened, it could be a dam water discharge by a spillway.

petrSchreiber commented 4 years ago

Hi Sebastian,

that is really playful - I like the idea in the first post (a la platformer) and I find it to be connected with Forced march.

As for mini-arena, I know it from games, but it always makes me nervous :D I will think about it.

DirectuX commented 4 years ago

I like the idea in the first post (a la platformer)

It is my favourite variation, I think it is quite unexpected gameplay change for a game after a few levels.

As for mini-arena, I know it from games, but it always makes me nervous :D I will think about it.

In what way ?

DirectuX commented 4 years ago

A cauldron or a bucket or any container may show on the water surface. Entering the perimeter triggers an event that "closes" the entrance (a branch fall, water lowers, the cauldron rolls to level itself with water, whatever...) Then, happens a series of confrontation against various foes. Can be concluded with a boss. Defeating the boss triggers "open the exit".

On the contrary, the mini-arena could just be mini-aera , where the Pilgrim can rest, can escape a pack of foe. A space where he replenish life points. Visually, the in-game hour could shift by i.e. 8 hours.

petrSchreiber commented 4 years ago

With the specification of mini-area, I think I like it 👍

Generally, mini arenas in game create the sense of urgency/pressure and can raise the frustration if not handler properly - "the game was going smooth, but then I got stuck in the arena and I cannot complete it / move further".

Of course - this is just my limited experience. I think we can experiment with it and see what works and what does not.

DirectuX commented 4 years ago

I got stuck in the arena and I cannot complete it / move further".

This can be worked around by allowing escape after i.e. 4 attempts; loosing any bonus. Can come back later when the Pilgrim has evolved to unlock the reward.

petrSchreiber commented 4 years ago

This sounds good :)