{"author_name":"Spiridios","cat":"LD #27","comments":[],"epoch":1377706800,"likes":1,"metadata":{"p_key":"38142","p_author":"Spiridios","p_authorkey":"0","p_urlkey":"73758","p_title":"Snap Enocunters \u2013 what I learned from the experiment","p_cat":"LD #27","p_event":"LD27","p_time":"1377706800","p_likes":"1","p_comments":"0","p_status":"UPD5","us_key":null,"us_name":null,"us_username":null,"event_start":"1377216000","event_key":"18","event_name":"LD27"},"text":"<p><strong>Game<\/strong><br \/>\n Could the theme &#8220;10 seconds&#8221; be interpreted as 10 individual seconds? Could a game be made where something interesting could happen inside of 1 second? From those questions came Snap Encounters, an RPG with no RPG elements due to lack of time.<\/p>\n <p>Was the experiment a success? Feedback so far is pretty unanimous: 1 second is too short to make a real decision and there&#8217;s too much text.<\/p>\n <p><strong>Too Much Text<\/strong><br \/>\n Since this is a story-based game, that&#8217;s like saying an FPS has too much shooting. Since reading is a free action and isn&#8217;t timed, I&#8217;m not sure this is a valid criticism or just an issue of wrong target audience. I can certainly tweak it a bit since my writing does tend toward verbosity.<\/p>\n <p><strong>1 second is too short<br \/>\n <\/strong>As implemented, a player must examine the 32&#215;48 pixel encounter creature, examine their two 48&#215;48 pixel choices, interpret all that, and pick a choice appropriate for the encounter. All within one second. Since there&#8217;s no HP, making the wrong choice means you die and have to slog through the same encounters all over again (or give up and go play a more fun game).<\/p>\n <p><strong>How To Fix<br \/>\n <\/strong>I think 1 second can still work, but there needs to be a lot less for the player to process for each encounter. My tentative idea is to remove the randomized choices entirely. For each encounter you get the same three choices: fight, flee, or fraternize. The tutorial part of the game will teach these to you, so that by the time you need to make a snap decision, all you have to think about is &#8220;oh, that&#8217;s an ogre and I&#8217;m level 1, RUN!&#8221; instead of &#8220;That&#8217;s an ogre, my choices are, uh, let&#8217;s see. Oops, too late, I&#8217;m dead.&#8221;<\/p>\n <p>Also, the sting of making a wrong choice will be reduced when the RPG elements are introduced. Instead of &#8220;oops, I gotta go through all that <em>again?&#8221;<\/em> it&#8217;ll be &#8220;ouch, I hope I find a health potion soon.&#8221;<\/p>\n <p><strong>Play it!<\/strong><br \/>\n If you want to see how hard making a decision in 1 second really is, go play <a href=\"http:\/\/www.ludumdare.com\/compo\/?p=291957&amp;preview=true\">Snap Encounters<\/a>, it&#8217;s HTML5, so should run just about anywhere that has web and a keyboard.<\/p>\n \n <p>Tags: <a href=\"http:\/\/ludumdare.com\/compo\/tag\/post-mortem\/\" rel=\"tag\">post-mortem<\/a>, <a href=\"http:\/\/ludumdare.com\/compo\/tag\/postmortem\/\" rel=\"tag\">postmortem<\/a><\/p>","time":"August 28th, 2013 11:20 am","title":"Snap Enocunters \u2013 what I learned from the experiment"}