kidevil

LD26

Bladeless

Well, my first shot at the comp is done, and I’ve got to say, I had a blast. Tried to get my game done in time for the official comp, but by the time the deadline rolled around, I wasn’t close to finishing.

Loved the theme too! Really went minimalist for everything with this. No real instructions, no score, no visible health, simple controls, and hopefully fun gameplay. Counter your enemies’ attacks, and kill them before they kill you. Difficulty ramps up as you go. Enemies are more likely to counter your attacks, and they attack you much quicker.

Enemies and character are also totally random, so you may never get the same guy twice :)

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20811

 

bladeless2

Instructions or no instructions?

bladeless3

So it seems the comments for my game are split down the middle: half seem to like that there are no instructions, and it’s a bit more rewarding once you figure out the visual clues for the gameplay, the other half think that that instructions would have made it less frustrating to jump into the gameplay and just start chopping guys in half right away :)

One of the problems we face as designers, is we always know what to do when we test our games. Boss battles are always easy since we know the pattern, and hints are always clear, because we know they are there. In this case, I took the minimalism approach to the instructions as well and just left a hint above the first battle.

So try it out, and let me know: more fun observing and figuring it out, or add instructions so you can jump right into gameplay.

http://www.ludumdare.com/compo/ludum-dare-26/?action=preview&uid=20811

M.

 

Comments

30. Apr 2013 · 19:24 UTC
I think as long as you give them a chance to learn with clear and positive feedback, and in a timely manner, you can do without instructions.
kidevil
30. Apr 2013 · 19:36 UTC
Yea, I think the shortened attention span that comes along with a contest like this (so many games, so little time), that if you don’t get it instantly, you move on before you get it at all :/
30. Apr 2013 · 20:29 UTC
I think if you can logically guide them through hints in the design it becomes a more powerful reward when they do figure it out. But you also have to fall back on other methods if they still don’t understand.
kidevil
01. May 2013 · 00:13 UTC
That was my hope :) Good news is, my dad (who I don’t think has ever played a videogame) tried it out and figured it out right away so it should be cake for a gamer.