"This is the only level" -- Simple mechanics, flexible dynamics
I have to say the designer is really smart!
First of all, it proves that even simple mechanics can make a game full of fun. The success is due to the well-designed dynamics. Basically, the player can only make the "elephant" jump and walk. However, how the elephant walks and jumps are different each turn. Thus, even though the "level" (the scene) remains the same (except for the color), the change of the dynamics can continually bring players the new stimulus. A good designer really knows the nature of human beings. People tend to do things that are both simple and interesting. If a game is either very difficult to manipulate or lack of challenge, it won't become popular. It's not something that only about the market, but the thing determines the player experience.
I also like the design, clean and simple. At least, players won't feel irritable about the visual disturbance.
"Super puzzle platformer"
The merits of this game are similar to the first one. Good dynamics make it playable, the adorable design can attract more female players. Besides, there are two more things that I really like about the game. The first one is that it involves the strategy. For me, I enjoy the process of thinking, of making strategies. So, I personally prefer the games which involve such elements. The second one is that it has a ranking list which can make players keep playing this game in order to have their name shown on the list -- another nature of human beings: the desire to be the first.
"You have to burn the rope" -- Simple mechanics, simple dynamics, simple design
It's a really hilarious mini-game. I believe the highlight of the game is that ending song. Is it a good game? I believe most people would say "yes". But what makes it good? From my point of view, the creative small details determine its success, such as the way the game introduces the rules, the funny hint when you right click the mouse, and the song!
Without the meaning and challenge, this game is still interesting. The reason is that the ending is beyond the players' expectations. If this is your first time to play it, you can never expect that the game finally turns out to be a joke.
"Everyday the same dream" -- Art game: content is better than all
No doubt, this is an art game. I'm always thinking about"how a game can be regarded as an artwork not just in form?". According to my own understanding, I'd like to classify the art games into two categories. The first one is for self expression (like "Dys4ia"). The second one is more like a trigger. To make people think. Sometimes, the game will ask the player to make tough choices (may lead to different endings, like "Saya no Uta"). Art game is more than just a game. It is spiritual nourishment, like books.
Back to the game, it reminds me of an episode of "Black Mirror" which is also about the routine of life. In this game, the player can make different choices. My favorite part of the game is that no matter what the player choose, the game will go back to the same beginning scene. It not only matches the theme, but also is very thought-provoking. Death is not the way to escape out of the circle.
The color, the graphics are all well-designed. I especially like the only leaf with a yellow color slowly falling down inside of the game. It's like a metaphor of life.
"Dys4ia" -- Self-expression
This game shortens the distance between the reality and virtual world to the minimum. It is not so much a game as a way to experience the designer's inner world. Other than designing the game FOR players, Anna Anthropy is more like expressing herself to the players.
The music is really a success. It well reflects the emotional changes inside the game.
I feel really hard to analyze such a extremely personal game. But one thing for sure is that this game makes me rethink the relationship between designers and players. They are tightly tied together by the interaction.
The music is really a success. It well reflects the emotional changes inside the game.
I feel really hard to analyze such a extremely personal game. But one thing for sure is that this game makes me rethink the relationship between designers and players. They are tightly tied together by the interaction.





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