Guys, I lost and it wasn’t even close.
|Save the princess||4||2||4|
Each category was scored out of 5, giving Shaun 75% and leaving me with a humiliating 62.5%. I am heartbroken and a little ashamed.
My demo actually failed the completeness category. A surprise to me, but as more played I discovered an alarming trend. They would replay over and over, thinking that if they were just a little faster they could save the princess.
I would not have thought the art-style lent itself to envisioning a romantic rescue and the sharing of a final, however doomed, kiss. A failing on the part of my “art” abilities.
Saving a princess is a convention so common as to raise in me a certain apprehension, and on seeing the princess, the impossibility of her rescue should have dawned with some clarity. But this, I believe, was prevented by a lack of visual details. A better picture might have successfully shown her as long dead. The “Oops, too late” message was also confusing, though meant as a joke.
In my mind, the demo was game-play complete (it was supposed to be basically reverse-pong). There were some small visual effects I would have liked to implement. Most were trivial or better, subtle, though one final animation would have marked the ending more effectively.
I would have liked the player-character to walk from the screen (left), a pause, and for the princess to lift her head and open her eyes and perhaps her mouth to signify her growing hunger for human flesh.