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Jetpaca's fundamental gameplay elements #10

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akien-mga opened this issue May 22, 2016 · 1 comment
Open

Jetpaca's fundamental gameplay elements #10

akien-mga opened this issue May 22, 2016 · 1 comment

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@akien-mga
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To be able to further Jetpaca efficiently, we need to put into words the existing gameplay elements so that we can discuss them, see what makes the game fun or not.

The current set of pre-open sourcing levels also shows that various things were tried ("demo", "alpha", "gcon", "test", and some more or less "final" levels). Some levels are skinned, while others are mostly a layout used to test the gameplay before spending too much time making it pretty (good practice btw :D).

@reduz @punto- If we could have your insights on this, it would be great. What was tested, and what were the conclusions? What made the game cool in your eyes, and what are the existing levels that show it well (and what levels should be considered as "bad gameplay" if any)?

@punto-
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punto- commented May 22, 2016

I don't remember the levels in particular, but my favorite reference would
be Yoshi's Island. The idea was to have big levels that the players can
explore, some enemies, and puzzles. Usually one new puzzle element/mechanic
introduced in each level, to build up the complexity.

On 22 May 2016 at 11:31, Rémi Verschelde [email protected] wrote:

To be able to further Jetpaca efficiently, we need to put into words the
existing gameplay elements so that we can discuss them, see what makes the
game fun or not.

The current set of pre-open sourcing levels also shows that various things
were tried ("demo", "alpha", "gcon", "test", and some more or less "final"
levels). Some levels are skinned, while others are mostly a layout used to
test the gameplay before spending too much time making it pretty (good
practice btw :D).

@reduz https://github.com/reduz @punto- https://github.com/punto- If
we could have your insights on this, it would be great. What was tested,
and what were the conclusions? What made the game cool in your eyes, and
what are the existing levels that show it well (and what levels should be
considered as "bad gameplay" if any)?


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