Morning! Happy Friday - here's a game I made. Get to the exit pools. Ensure the demise of your enemies. Release the toilets!https://twitter.com/Paulxthompson/status/1004707859945476096 …
A number of folks have pointed out that it's not clear how to exit the level: you do this by putting Frank and Dracula in the blue or brown portal pools (in the middle of the first screen.
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So that's a thing: how to add the affordances to make this intuitive. I had intended to make them sparkle a bit, but hadn't ranked that functionality all that high on the MVP list.
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So I need a visual clue that says: both of those guys, here, at a point in time where the player will take notice of the meaning.
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Anyone got any good examples of these kinds of
#gamedesign affordances?#UX#pico8Show this thread -
Most obviously I could write "exit" on it, but a language I dependant solution feels more ideal. An arrow pointing into it?
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I figured that out, but I still had to experiment to figure out the interactions between characters to get the most blood. But it feels like playing chess where the other guy is deciding when you loose a piece by rolling a dice, then kicking you in the gonads.
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Yeah, i'd wanted screens in between that explained the puzzle and how things interact, or to have the levels demonstrate it in situ (some do this) but space and time haven't permitted.
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