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!Victory is mine

Guys, I lost and it wasn’t even close.

Scoring breakdown.

Game Art/Presentation Completeness Fun
Pizza Deliverator 4 4 4
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.

Oh, well.

 

Comments

  1. k says:

    A zombie princess =O Who lurches free of her restrainment and chases you through falling fire =O

    I think you got totally, utterly gypped on Art/Presentation, and that Shaun knows it and feels guilty for his score delta.

    Also, shouldn’t winner be decided solely on the Fun category?

  2. p says:

    Personally, I think the game would have been perfect if I could jump. I can’t really relate to any game when the avatar doesn’t jump; it’s hard for me to take it seriously.

    Other that that, beautifully done. Those fireballs looked especially righteous.

  3. Brad says:

    tyty
    I think next time you guys should join us in a game demo contest and we could judge via internet poll
    thoughts?

  4. Brad says:

    yeah i decided i totally didnt have time to do the jumping animation and implement jumping within the one week time constraint 🙁

  5. Shaun says:

    While I would agree that Brad got robbed on the Art/Presentation side of things (big time), I would be lying if I said I felt guilty about it.

    Also the “fun” category may be a bit of a misnomer, since I think it was more of a “gameplay” category, and one where I feel I should have the clear advantage because my game features 2 dimensions to STPSIF’s mere 1.

  6. Brad says:

    whoa whoa whoa
    though travel is only possible in one dimension, i feel like STPSIF features in fact 2.5 dimensions. for example, the fire coated rocks descend from the skies often angled left or right, while clouds drift behind and above their friends and other visual layers

  7. Shaun says:

    I’m going to add time travel to Pizza Deliverator!

  8. k says:

    @Brad
    That could be a good idea?

  9. C says:

    @Brad
    I’m with P on this. Jumping is key. It was the main thing missing from the game. I actually wasted a bit of time trying to find where you hide the jump button.

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