Connected games 02
Based on what I've confirmed so far, let's take a look at the game style and target audience:
Game Style: Party game, upbeat and lively.
Target Audience: Casual gamers, young people looking to socialize.
Since the target audience is like this, the overall game design should cater towards a younger demographic.For now, I plan to make the overall controls easy and simple, so that the game doesn't require a steep learning curve.
The previous level design might have been a bit too basic. I reconsidered it.
I might want to keep the item setup because it provides a chance for players who are falling behind to make a comeback.
The game may need a scoring system.
The scoring system is designed with the consideration that this is a casual game.
1. Players falling behind still have a chance to catch up to those with the highest scores.
2. Having fun comes first when throwing a party.
There could be some interaction between scores and long-term operations, for example, allowing scores to be used to purchase items or participate in a lottery during subsequent operations.
Are the items for single-session use or have long-term "SSS"? Or both?
We are also considering a longer-term point system, introducing more in-game currencies. Personally, I believe combining both would be beneficial, as items could introduce more variability into the game. A multiplayer game with dramatic turnarounds is always more appealing.
In contrast, the design of single-session sessions (SSS) is primarily aimed at keeping players interested in unlocking new items and replaying levels repeatedly.
Based on my personal experience, it's indeed a highly effective way to incentivize players.
Level Sketch
I'd like the distribution of mechanisms throughout the level to be relatively even, with a variety of terrain types for players to traverse during races.
The track has been designed with different options, such as safer but slower routes and more challenging but faster paths, allowing players to make their own choices as they run.
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