Decisions, decisions– about game-design

This is a short behind-the-scenes explanation of why my game, Let’s go cave-burrowing is missing some gameplay

In the beginning I envisioned a game where you threw “grenades” to change the environment, sort of a casual-like game. I didn’t want to have any game-over screens or the like, as this would detract from the core gameplay. One solution to make it more interesting was to add diamonds that threw out more puke-like balls that exploded, though I didn’t had the time to implement it.

All the easy game-play I could add to make it more challenging would remove the fun. For example I thought to add a timer so that you had to complete the level within a certain time, but then the player would not be able to “explore” the level at his/her own pace.

It was only now this morning that I realized that the perfect solution would be to rate the player based on some score of fast-completion and huge explosions, since then it would add a challenge for those who wanted it, but it wouldn’t punish those who didn’t. I guess you can’t win every time :)

Tags: design

Comments

Almost
05. Sep 2009 · 14:44 UTC
What you should’ve gone for was somehtign to add depth/interaction to the game without making it difficult.

For example:

creatures that run around and are comically knocked flying by explosions. (they don’t hurt you, they’re just cute) (or other non-destructable props that can be knocked flying)

Various objects to ‘collect’ underground, like gems

World variety to explore (natural caves, trees, clouds)
sirGustav
06. Sep 2009 · 06:32 UTC
Nice idea with the cute animals, but then there was this time-limit :) Originally I wanted dirt and debris to be flying from all the explosions and they should push you and the goo-balls away but time ran out :)

Anyway, I’m just glad I got something playable :)