After more than a few long nights, I managed to complete my game. I added my boss fight at the end and created economy within my game using a stamina feature. I found a simple royalty free soundtrack on freemusicarchive and looped it through my game and I created a simple intro cinematic and control menu. The final game has very little in the way of bugs and is polished to a point that I am happy with. It is now time for me to create a 1 min game trailer using the intro cinematic and some game play footage.
I made these 3 painting for my intro and layered some text on top. While its not a fantastic intro, I am pleased with its short length and genre setting. I made sure it plays at the start so everyone has the chance to watch it and made it re-playable in the title screen.
I have been rather lax with my weekly game reviews as I have not been able to find the time to invest in playing the game to an adequate degree before forming an opinion on it. I have however played a good amount of hyperlight drifter which I will write my review on soon.
Once the game was finished I began using playtesters. Quickly I noticed that a lot of people would skip past the controls and this was a serious problem as the mechanics are complicated. I thought of ways I could resolve this and the decision I came up with was to change the order of menu items so that controls was first and play was second. These options are then followed by intro and quit.
The first level is possibly too difficult but I feel that it introduces the player to the mechanics very well, setting them up for the rest of the game. (provided they read the controls). Hossien actually played through the first level and while he was a little confused and possibly rushed, he did say that he enjoyed it. Despite not being able to attack.
Several people found the boss fight to be difficult but all of them managed to defeat it after a few goes.
Overall I think people found the game to be captivating but not necessarily challenging, with the exception of a few levels. I am happy with this result.
Protagonist: Marcus Lockhart
Dispatcher: Bishop Trest
Helper: Bishop Trest
Person Sought-for: King Redmond
Who is the protagonist?
The protagonist is Marcus Lockhart. As an orphan growing up in the slums of Ravenswood, Marcus had to steal and hide from the authorities to survive. One day, King Redmond sealed the slums off from the rest of the kingdom without notice or explanation. Seeking answers and a chance at freedom, Marcus finds a way past the wall, with the help of Bishop Trest.
What is the main conflict?
You start the game just outside of the walls of the slums on a mission to find King Redmond. Bishop Trest is with you and seeks the king as well although he seems nervous to travel through the kingdom on his own.
How is the conflict resolved?
Marcus uses what he has learnt growing up to make his way further towards the heart of the kingdom and to the great Ravenswood. This must be where King Redmond has gone.
What causes the tension to rise?
Soon after leaving the safety of the walls, Marcus discovers why the slums where sealed off. The kingdom is gone. The land is barren and those who inhabit it seem to be plagued by a mysterious blight.
What is the deciding factor that brings the story to a climax?
When Marcus enters the castle, he is attacked by King Redmond who has obviously gone mad. After retaliating, Marcus becomes aware of the blight effecting the king and puts the king out of his misery. In his last, sane words, the King pleads with Marcus to save the Ravenswood, which he corrupted with his own greed.
What happens in the resolution?
Marcus approaches the ravenswood, unsure of his role to play. He did not come here to save the kingdom for he has no love for it. Was this a chance for him to do something good in his life? To atone for his past wrongs? When he approaches the tree, he is given a second option. The chance to take the throne. To be given ultimate power and the remnants of a broken kingdom.
What elements of interaction can support each point?
The player is able to make the final decision and decide the fate of Marcus and Ravenswood.
How does interaction or gameplay cause dramatic tension to rise?
The increasing difficulty of the levels are meant to challenge the player, forcing them to struggle on the journey much like Marcus. The game music is supposed to counter this. With its calm tempo and minor tones, the music is supposed to reflect the story and slow the pace of the player as patience is a key part of gameplay.
What deciding factor in the game play brings the game to a climax?
The defeat of King Redmond
Is there a pivot point?
When Marcus realises that there is no kingdom left beyond the wall, he simply has more questions he expects the king to answer for. This also leads the moral decision of whether or not to save the kingdom and end the blight.