Vykri
Vykri
  • Видео 10
  • Просмотров 10 194
Game Design Case Study - Knowledge Based Progression
In this video, we take a look at my first impressions playing 3 game jam games from Ludum Dare 51. Each of the games features knowledge based progression. This means there are mechanics or abilities that the player has access to, but they aren't taught about them until later. I seriously enjoy the first 2 games I play in this video, but am not a huge fan of the 3rd. Let's as aspiring game designers, try to figure out why that is and discuss it in the comments.
Any criticism I give to the games is not me saying that the games are bad or the developers did a bad job. These games were made in 2-3 days and that's amazing! The criticism I give is entirely to help the developer and myself learn ...
Просмотров: 5 480

Видео

Game Design Case Study - Encouraging Players to Engage with your Mechanics
Просмотров 4492 месяца назад
In this video, we take a look at my first impressions playing 3 game jam games from Ludum Dare 51. Each of the games has mechanics that can be ignored by the player. Let's, as aspiring game designers, think about how we would change these games to encourage players to engage with the mechanics and discuss it in the comments. Any criticism I give to the games is not me saying that the games are ...
Plan-It
Просмотров 413 месяца назад
Play Plan-It for free in your browser at vykri.itch.io/plan-it-2
Press Me...Or Die Playthrough
Просмотров 73Год назад
This game was created in 48 hours for the Ludum Dare 51 compo. You can play it for free here vykri.itch.io/press-me-or-die .
Toy Quest Playthrough
Просмотров 237Год назад
You can play Toy Quest for free in your browser at vykri.itch.io/toy-quest
Camptown Racers Clip
Просмотров 332 года назад
Play Camptown Racers for free in your browser or on Windows at vykri.itch.io/camptown-racers . Camptown Racers was created for Lone Rabbit's Multiplayer game jam in 9 days. This game was inspired by Mario Odyssey's Luigi's Balloon World update. In this game players can leave race challenges around the huge island map for other players to compete against. Try to get the most apples by completing...
LAZ BETA Trailer
Просмотров 1932 года назад
Play LAZ BETA for free in your browser at vykri.itch.io/laz-beta Music by SfxValley ruclips.net/user/sfxvalley
PROJECT LAZ Full Playthrough
Просмотров 2003 года назад
Here's a full playthrough of my new game PROJECT LAZ for people who aren't able to play through it themselves. You can play the game for free here vykri.itch.io/project-laz
How to make a browser-based online multiplayer game - Simultaneous Turns
Просмотров 4393 года назад
How to make a browser-based online multiplayer game in 48 hours - ruclips.net/video/t _wy1mUE/видео.html Code links: 5:49 - join.js - pastebin.com/Wc6ueA4f 7:55 - move.js - pastebin.com/1hfXPh0Z 9:33 - round.js - pastebin.com/WeL1patz 10:55 - MovePacketInc.cs - pastebin.com/rT2ze87U 11:20 - GameManager.cs - pastebin.com/kmkEtpua 11:42 - PacketAction.cs - pastebin.com/Ar3MQyd1 11:45 - Websocket....
How to make a browser-based online multiplayer game in 48 hours
Просмотров 3,1 тыс.3 года назад
Wordegy on itch.io - vykri.itch.io/wordegy Wordegy entry for Mix and Game Jam - itch.io/jam/mix-and-game-jam-2020/rate/821911 Code links: 07:22 - join.js - pastebin.com/dhznGZGu 09:50 - link.xml - pastebin.com/Kh1RdDsz 10:16 - websocket.jslib - pastebin.com/m59p7ki2 10:51 - Websocket.cs - pastebin.com/BNWaf4dr 11:37 - Packet.cs - pastebin.com/d1uf0Vq7 11:39 - PacketAction.cs - pastebin.com/uSfA...

Комментарии

  • @sethwell2552
    @sethwell2552 16 дней назад

    Last game both trusted you to pay attention and figure out the mechanics instead of randomly clicking, which you did not. Also, the developer threw in some RNG and that just made it all the more frantic. The game is fine, it just expects you to be better, pay more attention. Its flaw is expecting too much from the player

  • @kerrykreiter445
    @kerrykreiter445 20 дней назад

    Thank you so much for this amazing tutorial! I actually think I might be able to do this!!!!

  • @cipeman3498
    @cipeman3498 23 дня назад

    one of the problems j-menuing has is that it’s knowledge discovery is learned through trial and error, which can be frustrating, instead of finding it out through the game telling you like in the other ones. (of course, the game doesn’t have to tell you it directly, it could be told through things like puzzles) it almost feels like a reskinned mario maker pick-a-pipe level, there’s no learning to it, it’s just picking each option and seeing if it works. another problem is that it’s mechanics are out in the open. where as the interesting thing with the other games featured here are always there, it’s just that they were hidden until you learned of the mechanics existence.

  • @moopsquad1447
    @moopsquad1447 Месяц назад

    For once upon a tiny time, I feel like there were 3 things that could be worked on. Firstly, i feel like a tutorial showing the different stages could help get into when and how the stages work and also how mechanics work without being rushed. Secondly, if the turrets were slower but they remove corpses automatically, it could give a good incentive to refill them while also needing you to be aware of enemies getting past them. Finally, they might be able to use unharvested crops as a defense for the house, incase enemies get past the turrets while you're busy, but that also means that you would have to decrease how much ammo you want for your turrets. For Sir Golde, the main thing that i really saw as an issue was the amount of urchins when getting to the sword. If there were more urchins on the journey to the sword it would feel more like a puzzle when getting around them and giving you an incentive to use the magnifying glasses for larger puzzles with more moving parts. For Ariadaeus Run, I felt as though they really could have had more paths early on but with less rocks. The rocks themselves were good at keeping you on your toes but if there are different paths and walls then that would also work with keeping your attention, especially if you're dead on collision. A more diverse set of paths and less rocks too would open the road to faster movement so you could feel like you're not just doing parkour and feel more like you're racing.

  • @PJutch
    @PJutch Месяц назад

    Imho J-menuing main error is having purple too similar to blue. I wasn't able to distinguish them from my phone screen with highly lowered brightness. Also J-menuing allows you to beat a level by bruteforcing attack types. And if it is hard to figure out mechanic but easy to proceed some people (at least me) will just proceed.

  • @SlyRocko
    @SlyRocko Месяц назад

    To me, the biggest issue with J menuing is that the things the player needs to track do not feel aligned with the core game. The first two games establish and communicate how the world responds to the player's inputs pretty well. As a result, the parts where the player does need to keep in mind are part of those games' progression. Meanwhile, J Menuing requires the player to keep in mind the timings of the kill order and menu shuffle. The core game is built on navigating a shuffled menu to kill enemies with the right attacks in the right order. The shuffling being on a timer hampers the experience, because the player already has to track the 10 second timer that the game is built around, so they have less mind space for additional time tracking. There is quite a bit that could be done in J Menuing to improve its gameplay, but most of it would be simple enough if it was caught in the concept stage. 1. Instead of a physical and magic attack, it should have been a fire and ice attack. That way, the player can intuitively know that the blue ice attack doesn't harm blue slimes and the red fire attack doesn't harm red slimes. 2. Make the neutral slime a different colour. This shade of purple looks more like blue to a lot of people, which causes a lot of confusion. Maybe the neutral slime could be green or yellow? 3. Instead of the menu and kill order being shuffled on a timer, it could be shuffled after the player performs an action. That way, it contributes to the core gameplay of menu navigation while letting the player understand why it is being randomised. To help this, maybe a chiptune wind/shuffle sound would also be nice.

  • @BinaryBolias
    @BinaryBolias 2 месяца назад

    On *J-Menuing,* I dislike how the game seems to add a time limit to the player's menu inputs, while the menu itself is *non-diagetic* _(as it would be in most games)._ Generally, when a time limit is put on something, it is supposed to affect the physics _(e.g, the character's movement in the game world),_ and the timer is paused when the player needs to do some menuing or read some dialog _(such as how dialog in _*_The Curse of Tencond_*_ pauses the ten second timer, allowing the player any amount of time to read)._ I believe that in the case of *J-Menuing,* the menuing should have its own speed limitations, and allow the player time to strategize, rather than just be limited by the player's own mouse movement and keypress speed. To improve upon the design, the menu could be made to look like physical levers and buttons, and each could take some amount of time to use. The player could be limited to only using one control at a time, but inputs would be bufferable to allow the player to easily complete a plan with optimal efficiency. _(the menu to be redesigned to show all controls at once, rather than having any menus embedded within others)_ The timer, each turn, would only start at the first control usage, so the player can have plenty of time to strategize. Also, wasn't paying a whole lot of attention, as I was watching the video while doing something else, but maybe a mechanic would be nice, where the previously discovered attributes of the current group of enemies would be listed perpetually for easy review.

  • @BeRitCrunk
    @BeRitCrunk 2 месяца назад

    On J-Menuing: there seems to be no way for the player to control when menus or kill orders change. They just do. This leaves a nebulous period where the player asked to discover things through trial and error, remaining unsure whether something they are doing is affecting menu/kill order, which sort of leaves the stage of mastery in a rather unsatisfying conclusion. I feel the design would have been acceptable in a loose narrative with an ultimate goal, permadeath style. Even if the player never quite understood menu/kill order shuffle, there would still be a crowning achievement for mastery. Instead it is endless doubt (unless checking the spoilers). Unsatisfying.

  • @ohiasdxfcghbljokasdjhnfvaw4ehr
    @ohiasdxfcghbljokasdjhnfvaw4ehr 2 месяца назад

    not normalizing input wouldn't make zigzagging faster, it's only faster when moving at a diagonal. if you're moving straight down, diagonal down and directly down will be the same speed.

    • @Vykri11
      @Vykri11 2 месяца назад

      You know what, I hadn't really thought about it, but you're right! I take it back, Curse of Tencond is literally unplayable haha

  • @matthiaspeene5631
    @matthiaspeene5631 2 месяца назад

    The last game has a combination of problems but I think the obvious one is the flow of the game. The flow chart goes to challenging too quickly because of the timer when you haven't yet learned the mechanic so it's frustrating. It dousn't leave time to think. I think the timer should come in later and that would give more time to learn the game and already improve it.

    • @Vykri11
      @Vykri11 2 месяца назад

      Interesting take that the timer should come in later. In that case the game's loop would be like 1. Play in a sandbox for a bit to try and figure out the mechanics. 2. Test your knowledge of the mechanics in a timed challenge. 3. Potentially repeat steps 1 and 2 with a new mechanic, layering complexity and possibly seeing how previously learned mechanics interact with new ones. I could see a game with that loop being very interesting if done correctly. Good thought!

  • @mordofable
    @mordofable 2 месяца назад

    Similar to what others are saying, but I'd describe it was failure to reward the player (and made that progression CONTINUE to be meaningful - I think is also really important here) that made the third game's experience bad. In all of the other games, when you hit a mark of progression it allowed you to immediately use your newfound capabilities. Beyond that, it also didn't punish you/get in the way in any form for trying to use those newfound capabilities either. J-Menuing, on top of it potentially being bugged, had conflicting mechanics that prevented you from actually utilizing your unlocked capabilities confidently/reliably, leading you to question if what you'd learned was even useful. In the first two games, the mechanisms played into the timers well to push you in a direction to improve and use your new capabilities. With J-Menuing, the added timer doesn't help push you forward in any meaningful way in my opinion. The combination of the menus, the random kill orders, and ADDED with the timer, meant you're fighting the experience more than actually discovering and progressing.

    • @Vykri11
      @Vykri11 2 месяца назад

      Great analysis! I think the biggest things you mentioned are that it shouldn't feel punishing to experiment and that I shouldn't have to question if what I'd learned was useful or correct.

  • @w3yr
    @w3yr 2 месяца назад

    I think J-Menuing is bugged or at least doesn't have its timings right. At 11:48 you picked Magic vs 1 Blue which should have killed it but Kill Order Shuffle took effect during the attack animation while the shuffle animation was queued up (so you couldn't see the 1 change to 2) which forced you into Wrong Kill Order. Enemy colors should've been different too, the red + blue mix they picked is too close to blue which unintentionally created more friction than was probably intended.

    • @Vykri11
      @Vykri11 2 месяца назад

      Yeah, it was super unfortunate that the kill order shuffle happened at the exact time that I was testing my hypothesis of colors determining weakness. I don't think it's bugged, per say, but the kill order shuffle happening at random intervals that can take place during an attack is certainly not my favorite design decision they made haha.

  • @KrittyKatrite
    @KrittyKatrite 2 месяца назад

    The issue was clarity. The game was trying to tell you what you did wrong, but only in this tiny little text-box at the bottom that flashed away really quickly.

    • @NitroNina
      @NitroNina 2 месяца назад

      I saw it immediately and wondered why he didn't respond to it, but that is why playtesting exists. Too bad there is no time for that during the LD :D edit: for clarity, play testing by a bigger group. ;)

  • @lekiam2552
    @lekiam2552 2 месяца назад

    I feel like the lack of feedback on the 3rd game removes the feeling of discovery when you find out how to kill an enemy. Since there is little to no feedback you're not actually sure that you discovered something new or made progress. In Tunic however it is very obvious that you make progress and understand the hints you've just been given, either by unlocking new secret areas that open up visually or by very obvious audio cues. I also think the kill order is quite confusing since personally I don't really know any other game that does this, I feel like it could be better displayed if the numbers are inside the monsters rather than beneath, and instead of swapping the numbers, I would swap the monsters position (and let them keep their number)

    • @Vykri11
      @Vykri11 2 месяца назад

      I agree. It didn't feel like discovery because the lack of feedback made me unsure if I discovered something or if I just got the kill by accident. Making it more clear that the enemy died BECAUSE my discovery was correct feels better than having to test several theories before going, "oh, I guess that first theory was right".

  • @gameriltsforever1093
    @gameriltsforever1093 2 месяца назад

    Time limits on the last one, you need to give time to the player to get the mecanic if you dont tell it

    • @jasperlooman562
      @jasperlooman562 2 месяца назад

      I agree with this being a big factor, primarily because it becomes difficult for the player to learn with the time crunch. It also becomes more difficult to learn when there are multiple reasons why the player's actions were failing; Vykri got confused about the colors representing physical / magic attack vulnerabilities around 12:04 - 12:09, in part because right as he was about to test his hypothesis with a physical attack on the red enemy at the bottom, there was a kill order shuffle and the attack failed due to "Wrong kill order!" but it wasn't obvious with the only feedback being the text bubble on the bottom of the screen, especially because so much text flashes by in there while the player is trying to focus on the combat. I think with more clear feedback such as a specific visual or audio queue that denotes the WHY of an attack failing, it would be more clear feedback for the player to learn the mechanics and might make it more enjoyable rather than frustrating.

    • @Vykri11
      @Vykri11 2 месяца назад

      @@jasperlooman562 Ooh, audio queues for different reasons definitely seems like it would have helped clear up my confusion. You're right about it being difficult to read while playing. I wonder if just making small changes like that would have made it less frustrating or if there's something wrong with the design at its core.

  • @josies.2932
    @josies.2932 2 месяца назад

    Sir Golde was cute and seemed like something I would have liked playing on coolmathgames when I was a kid; if there was strong level design I could see it being a good time waster

  • @plushloler
    @plushloler 2 месяца назад

    Once upon a tiny time: It seems like a tower defence, so maybe lean more into that instead of trying to reconcile that with a shooter. The player could have a weak gun that is okay for early waves so that you can get enough fertiliser to power your turrets, but waves should get big enough such that it's impossible to rely on the gun. Building turrets should also probably be a thing, so that you can scale to larger and larger waves, eventually making the gun pretty much obsolete, and making the only way you can defend be by engaging with the farming. Sir Golde: I think the whole premise is flawed. The game already happens in a maze, kind of, and it's relatively zoomed in (you said that in the video actually, I wrote this a bit before fully watching the section), so you will naturally not be able to see a that much and will get confused. The fog adds to that, but probably not much. I think that maybe this would work better if you walked between rooms with a fixed camera, and had a mini-map (like Zelda), but then every 10 seconds forgot random parts you've explored and put on the mini-map already. Forgetting the whole map would probably be too much though, and you would just play as if you had no map at all. Ariadaeus Run: I think that the speed mechanic is supposed to be risk/reward, when you're faster you can see less of what's ahead, and also need to react faster when the obstacle do come up, but you get to dodge the laser easily. But slow mode seems to be making dodging too easy, while fast mode makes the laser too easy. I think changing the scroll speed without changing the player's position could help, since it would make speeds be closer to each other in difficulty, and maybe making all of them faster could also be better, so that going fast avoids the laser but makes dodging really difficult, and going slow still keeps the game fast enough to be fun.

    • @Vykri11
      @Vykri11 2 месяца назад

      Some great thoughts here! I really like your ideas about Once Upon A Tiny Time. It really could be a neat idea if the farming were the main focus instead of the gun. Already I'm imagining having different types of plants you could harvest for different ammo types. Sir Golde is interesting. Having different rooms with a fixed camera actually might solve some issues. But, what do you think about previous rooms that you forget actually changing completely? Like you forget them and then you go back and they're regenerated into a different layout? Might be kinda cool if done right. Interesting that your idea for Ariadaeus Run continues to allow the fastest speed to dodge the laser for free. I imagine most people would think that even the fastest speed should be required to dodge the laser as well. I want to lean that way as well because it feels like being allowed to dodge the laser for free makes that mechanic useless, but your point about things being harder to dodge while going fast kind of balancing out the need to dodge the laser is an interesting one.

  • @geckapus
    @geckapus 3 месяца назад

    what happened to websocket videos im here after watching your four year old video on unity multiplayer connections being a complete noob

    • @Vykri11
      @Vykri11 3 месяца назад

      Fair question. Glad you enjoyed those videos, but I've been more focused on making my own games in the past few years instead of making tutorial videos. Personally I found video editing to be pretty tedious and I didn't enjoy spending my time doing that. I suppose with 4 more years of experience I have more knowledge that could be shared on this channel, but I'm not sure if that's what I want to do currently. Thanks for the comment though, it reminded me that it might be time to reconsider making more tutorial content for this channel. No promises though.

  • @itsmikego
    @itsmikego 5 месяцев назад

    dude, you did great explaining this. i dabbled in making a multiplayer game using gdevelop, connected to heroku, had issues with player synchronization. i can see a few of the same elements of what I learned then, in what you taught in the video. gotta review this video

  • @BlindseekersOath
    @BlindseekersOath Год назад

    This is hilarious! That sexy(just a joke) voice is amazing!

  • @Доминик-ш7ъ
    @Доминик-ш7ъ 2 года назад

    My left year enjoyed this video so much, my right ear hated it.

  • @0vc421
    @0vc421 2 года назад

    Good game. Found on itch while searched for smth like that. Passed death run solo with only trampoline and made all achievements with a help 2 tabs. For this need use one feature and one glitch. 1 - when you stay on the border of trampoline - your character don't jump. 2 - you can spawn trampoline in the wall and it will not fall. So you can pass first half with a button on other side, and second half with a putting trampoline into the wall like bridge. I'll wait for a next updates or new interesting games :)

    • @Vykri11
      @Vykri11 2 года назад

      Wow, thanks for the kind words. I expected someone to find a way to glitch to the end of the deathrun which is why I included the bit of dialogue about "did you get help from another LAZ or did you find a more creative way to get to the end?". Only so much I can bug test during a 17 day game jam haha. Thanks so much for playing the game until the end. Pretty sure you're the only person other than me that has done that!

  • @jordanholmes3843
    @jordanholmes3843 3 года назад

    My right earphone is broken so this sounded totally normal to me! (Also going to try making my first game based on this, wish me luck, thanks!)

  • @fmproductions913
    @fmproductions913 3 года назад

    Very interesting video, and pretty original game! Also very much enjoyed the overview/breakdown of the process at the end.

  • @michaelkiang5848
    @michaelkiang5848 3 года назад

    Thanks for the great, in-depth video! It was clear and easy to follow

  • @thedungeoner
    @thedungeoner 3 года назад

    My left ear really liked this video.

  • @LucaDeCaprio
    @LucaDeCaprio 3 года назад

    Great video, I'm interested in step functions + simultaneous turns