Monthly Archives: March 2018

Blog 6 #Postmortem

So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has […]

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Blog 6 #Postmortem

So the course is over and our game is as done as it gets.
If you want to play it before reading this last blog post you can follow this link
https://avokadomos.itch.io/navisy-creatures-of-the-deep
First of I want to give a big thanks to my team we pulled through and even thought we had to cut one feature(second enemy), We have a great product that i personally am very proud of as my first game. Its also fun to note that it has […]

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Blog Post 5.

We received a lot of feedback after our play-test. Many liked our mechanics, how the bird enemy would fly in a wave formation and the basic controls of the player. They also enjoyed the graphics. One of the clear results from the play test was that the game was very short, and that the boss was very difficult when no instructions were given. Most of the critique of our game focused on the Aesthetics of the game, as in how […]

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Program: Graphics

Blog Post 5.

We received a lot of feedback after our play-test. Many liked our mechanics, how the bird enemy would fly in a wave formation and the basic controls of the player. They also enjoyed the graphics. One of the clear results from the play test was that the game was very short, and that the boss was very difficult when no instructions were given. Most of the critique of our game focused on the Aesthetics of the game, as in how […]

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Program: Graphics

Blog Comment 6

Nice job Sasa!
I enjoyed reading this as it had some references to the different group stages! It was clear what you had learned and things that you felt needed improvement. It wasn’t too clear why you hadn’t left the second group stage, was it perhaps due to something serious or personal? In this case I understand! It was obvious that you had written about Scrum previously, but you seem to say there were things you needed to work on there. […]

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Blog Comment 6

Nice job Sasa!
I enjoyed reading this as it had some references to the different group stages! It was clear what you had learned and things that you felt needed improvement. It wasn’t too clear why you hadn’t left the second group stage, was it perhaps due to something serious or personal? In this case I understand! It was obvious that you had written about Scrum previously, but you seem to say there were things you needed to work on there. […]

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Blog Comment 5

Hello Michael,
Well done with the blog post! The details of benefit for both playtesting sessions was clearly documented and it was interesting to see how you iterated on the survey between sessions and learned from earlier shortcomings. The reason for doing this is pretty self-evident, but you elude to it quite well to make sure the reader is completely in sync with the text. Realistically there’s not a lot I’d improve on with this article, I think some of the […]

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Blog Comment 5

Hello Michael,
Well done with the blog post! The details of benefit for both playtesting sessions was clearly documented and it was interesting to see how you iterated on the survey between sessions and learned from earlier shortcomings. The reason for doing this is pretty self-evident, but you elude to it quite well to make sure the reader is completely in sync with the text. Realistically there’s not a lot I’d improve on with this article, I think some of the […]

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Blog #6 The Postmortem

After all these weeks of stress and hard work, the project has finally come to an end. In my final blog post I will cover what both the team and me individually have learned throughout the development process of Into the fog.
Where to begin? At the beginning! Very early into the project during a design meeting the group had a discussion about scoping. We have chosen a concept document of Umibozu, as we believed it was designed with small teams […]

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Blog #6 The Postmortem

After all these weeks of stress and hard work, the project has finally come to an end. In my final blog post I will cover what both the team and me individually have learned throughout the development process of Into the fog.
Where to begin? At the beginning! Very early into the project during a design meeting the group had a discussion about scoping. We have chosen a concept document of Umibozu, as we believed it was designed with small teams […]

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Blog comment 4

Good job Tomas,
Great ideas for a boss fight! The culmination of ideas are great, unfortunate that it hasn’t been tested yet. It is clear that you have a concise idea of the boss “fight” and it is also clear why you want to implement the whirlpools and in what way you believe this will impact the actual gameplay here. It is an interesting way to depict the boss. I found it interesting that you had a completely different view of […]

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Blog comment 4

Good job Tomas,
Great ideas for a boss fight! The culmination of ideas are great, unfortunate that it hasn’t been tested yet. It is clear that you have a concise idea of the boss “fight” and it is also clear why you want to implement the whirlpools and in what way you believe this will impact the actual gameplay here. It is an interesting way to depict the boss. I found it interesting that you had a completely different view of […]

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Comment #6

Comments On Others Blogs
Original post here: https://joakimmalmstrom.wordpress.com/2018/03/16/design-blog-6/comment-page-1/
Incredibly well structured dude! A fun read. As a designer myself (Hi btw!) it’s so interesting reading about other people going through the same problems I did. Sounds like your level design was a real treat and names like “night level” and “shield level” really sells me on the fact that you had actual thought put into these and reasons why you designed the levels the way you did.
Just in general it’s very fun to […]

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Program: Game Design

Comment #6

Comments On Others Blogs
Original post here: https://joakimmalmstrom.wordpress.com/2018/03/16/design-blog-6/comment-page-1/
Incredibly well structured dude! A fun read. As a designer myself (Hi btw!) it’s so interesting reading about other people going through the same problems I did. Sounds like your level design was a real treat and names like “night level” and “shield level” really sells me on the fact that you had actual thought put into these and reasons why you designed the levels the way you did.
Just in general it’s very fun to […]

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Program: Game Design

Blog 5 #Playtest survey

During this course we have had 2 playtest sessions with the other groups, one alpha and one beta. Our group has had a setup of 2 computers running the game were people walking by could sit down and play. At each computer we had a team member helping out with questions sense during the alpha our game had 0 tutorials and you needed to alt+f4 to quit and restart. After the testers felt finished they got to fill in a […]

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Blog 5 #Playtest survey

During this course we have had 2 playtest sessions with the other groups, one alpha and one beta. Our group has had a setup of 2 computers running the game were people walking by could sit down and play. At each computer we had a team member helping out with questions sense during the alpha our game had 0 tutorials and you needed to alt+f4 to quit and restart. After the testers felt finished they got to fill in a […]

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Comment on Blog Post #6

Hi Natali! Sorry for the late comment!
I played your game on the final playtesting, and I really enjoyed it. I agree that you really hit it out of the park with the artstyle! I really think it fits the theme of the game, and it sounds like that is in no small part thanks to the great system you had for working together. It seemed like, even though you didn’t work physically together, that you really had some good teamwork […]

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Program: Graphics

Comment on Blog Post #6

Hi Natali! Sorry for the late comment!
I played your game on the final playtesting, and I really enjoyed it. I agree that you really hit it out of the park with the artstyle! I really think it fits the theme of the game, and it sounds like that is in no small part thanks to the great system you had for working together. It seemed like, even though you didn’t work physically together, that you really had some good teamwork […]

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Program: Graphics

Lycanthrope: Post Mortem

Hello! My name is Mattias Borgqvist and I am currently working on a shoot ‘em up game based on the concept document “A game of beelonging” by group Ouroboros.
Here we are at the end of the course with our Shoot ‘em up game developed and finished. It has been a journey that I am glad that I could be a part of, before this project I could never in my life imagine that I would be able to do what […]

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Program: Graphics

Lycanthrope: Post Mortem

Hello! My name is Mattias Borgqvist and I am currently working on a shoot ‘em up game based on the concept document “A game of beelonging” by group Ouroboros.
Here we are at the end of the course with our Shoot ‘em up game developed and finished. It has been a journey that I am glad that I could be a part of, before this project I could never in my life imagine that I would be able to do what […]

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Program: Graphics

Comment on Blog Post #5

Hello! Sorry for the late reply.
I enjoyed reading through your blog post, and I think you really bring up some good points. Especially the one about filtering out whichever comments you deem ”good” and whichever comments you think are ”bad”. Not all changes that are proposed to you would actually be beneficial to your game, in some cases it won’t work with the rest of the gameplay. It would have been interesting if you had added some data from the […]

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Program: Graphics

Comment on Blog Post #5

Hello! Sorry for the late reply.
I enjoyed reading through your blog post, and I think you really bring up some good points. Especially the one about filtering out whichever comments you deem ”good” and whichever comments you think are ”bad”. Not all changes that are proposed to you would actually be beneficial to your game, in some cases it won’t work with the rest of the gameplay. It would have been interesting if you had added some data from the […]

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Program: Graphics

comment 6 #Demirsson Ilter, August

https://gamedesign673637781.wordpress.com/2018/03/19/postmortem/
“Hello!
I like how you have thought about the problems with the game. But I noticed that the blog does not contain any successes, this gives the blog a very negative tone and I would really have enjoyed reading about what went well after I read about the problems you ran into.
I also what to add that the game time might have been to long for this specific game sense the level did not contain that much content, this is […]

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comment 6 #Demirsson Ilter, August

https://gamedesign673637781.wordpress.com/2018/03/19/postmortem/
“Hello!
I like how you have thought about the problems with the game. But I noticed that the blog does not contain any successes, this gives the blog a very negative tone and I would really have enjoyed reading about what went well after I read about the problems you ran into.
I also what to add that the game time might have been to long for this specific game sense the level did not contain that much content, this is […]

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