Interesting art-style but unrefined Music sounded good, but I had to turn it way down because of annoying grunting noise that was playing non-stop.
I think once we do get in game dev, we have to be careful and try to minimize unintentional player frustration. That annoying sound loop basically painted the rest of the experience for me.
Gameplay-wise it was simple, but I think that's fine as long as the main focus of the game is about exploration. But the gameplay wasn't that thrilling because of the lack of a goal. What am I doing by collecting goblets? What does eating meat do? It wasn't very clear.
I used to think that it'd be cool to have completely HUD-less game. But to achieve that successfully I think there needs to be some other indications that display the important elements of gameplay.
Very hard to decipher the core gameplay element despite them telling you that it's to collect the gems. I don't think that's inherently bad, but coupled with a very abstract setting and lack of any direction, it's very confusing.
Alright I finally got around to playing our first game of the week: Goblet Grotto.
My first impressions:
Art Style I thought that the art style was very unique. The game blended in 3D graphics with hand drawn characters (I believe?). I thought the 3D environment was very interesting. It felt almost like a dream, very abstract shapes and colors.
Gameplay For the most part the gameplay was very simple. You go around collecting goblets and killing enemies for meat (to replenish health). For the most part you are collecting goblets while exploring the wide spacious environment. The combact system is simple, you go around hitting enemies.
Sound The sound was a mixture between actual voices (I think?) and digitally created sound effects. The background music seemed fine, but the sound with the random symbols popping up got very annoying very fast. I felt that the sound should be eliminated all together as I saw no point of it. The sfx for the actually hitting of the enemies was a bit funny.
Dislikes I felt that the game was very confusing especially for someone who picked it up knowing nothing. I felt that there needed to be some tutorial explaining the basic mechanics of the game. Which brings me to my next point, there was no literal clear goal for the game. Sure you collect goblets, but what was the point of it? Do you get stronger with each goblet? Can you trade in the goblets for power ups to fight the boss? Goblet Grotto lacked a clear goal. The HUD was very cluttered as well. The random symbols on the top made no sense (I still have no idea why they popped up;plus the sfx for the symbols got very annoying fast).
Likes I really thought the art direction and exploration of the game were the positive points. I really thought that they could expand more on the exploration and allowed more interaction with the npc's and enemies. The creator even added in a talk/pray/sleep action that I felt could be expanded upon.
I will continue to play this game for the rest of the week to see if my opinion changes or if I find out anything else about the game.
Interesting art-style but unrefined
ReplyDeleteMusic sounded good, but I had to turn it way down because of annoying grunting noise that was playing non-stop.
I think once we do get in game dev, we have to be careful and try to minimize unintentional player frustration. That annoying sound loop basically painted the rest of the experience for me.
Gameplay-wise it was simple, but I think that's fine as long as the main focus of the game is about exploration. But the gameplay wasn't that thrilling because of the lack of a goal. What am I doing by collecting goblets? What does eating meat do? It wasn't very clear.
I used to think that it'd be cool to have completely HUD-less game. But to achieve that successfully I think there needs to be some other indications that display the important elements of gameplay.
Very hard to decipher the core gameplay element despite them telling you that it's to collect the gems. I don't think that's inherently bad, but coupled with a very abstract setting and lack of any direction, it's very confusing.
Alright I finally got around to playing our first game of the week: Goblet Grotto.
ReplyDeleteMy first impressions:
Art Style
I thought that the art style was very unique. The game blended in 3D graphics with hand drawn characters (I believe?). I thought the 3D environment was very interesting. It felt almost like a dream, very abstract shapes and colors.
Gameplay
For the most part the gameplay was very simple. You go around collecting goblets and killing enemies for meat (to replenish health). For the most part you are collecting goblets while exploring the wide spacious environment. The combact system is simple, you go around hitting enemies.
Sound
The sound was a mixture between actual voices (I think?) and digitally created sound effects. The background music seemed fine, but the sound with the random symbols popping up got very annoying very fast. I felt that the sound should be eliminated all together as I saw no point of it. The sfx for the actually hitting of the enemies was a bit funny.
Dislikes
I felt that the game was very confusing especially for someone who picked it up knowing nothing. I felt that there needed to be some tutorial explaining the basic mechanics of the game. Which brings me to my next point, there was no literal clear goal for the game. Sure you collect goblets, but what was the point of it? Do you get stronger with each goblet? Can you trade in the goblets for power ups to fight the boss? Goblet Grotto lacked a clear goal. The HUD was very cluttered as well. The random symbols on the top made no sense (I still have no idea why they popped up;plus the sfx for the symbols got very annoying fast).
Likes
I really thought the art direction and exploration of the game were the positive points. I really thought that they could expand more on the exploration and allowed more interaction with the npc's and enemies. The creator even added in a talk/pray/sleep action that I felt could be expanded upon.
I will continue to play this game for the rest of the week to see if my opinion changes or if I find out anything else about the game.