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Fangames => Game Design => Topic started by: patrickgh3 on July 19, 2016, 06:17:24 PM

Title: Case studies in fangame design
Post by: patrickgh3 on July 19, 2016, 06:17:24 PM
A case study is a detailed examination of an isolated event, person, or thing in order to see what can be learned from it. Or something close to that anyways. I think sharing small writeups like this can help us learn from how others approach design stuff. Feel free to post your own! I'll start it off.

https://i.imgur.com/XZJiG2N.gifv

This is an attack of a boss from I wanna run the Marathon before tweaks. It kind of feels unfair and unfun. The peaches are too fast and unpredictable, and the random direction of the crowns is too luck-based. Often when I die it feels like there was nothing I could have done.

So, I decided to change the attack instead of scrap it because its ideas seemed solid.

Now the attack felt fair and mildly challenging every time. Mission accomplished! I want to note there were many other variables I could have adjusted, such as peaches size, crown size, crown speed, peaches spawn rate, peaches arc height, and crown arc height. So I think the main takeaway point here is there's usually a lot of variables and axes you can adjust, and you have to think hard to find them since they aren't all immediately obvious.

https://i.imgur.com/ibl0i2U.gifv