MindFog Prototype Reflection
- Representative of Game Loop?
- I do feel like it is fairly consistent with what I want to achieve in Ambiguity, Unfairness and Epiphany (I still am trying to distribute it to as many people as possible to try and test the idea but people are busy lol)
- There are multiple times throughout the prototype where I feel like the sequence above is properly portrayed, and used as an implementation principle in the build quite well; how long it'll take for players to realize is untested
- There's subtly in the puzzle design and hints scattered through the world building so I'm hoping players will continue venturing out and trying their best to figure out this puzzle in the state its in now/
- The loop is very structurally intact, with soft resets and hard resets well integrated and distinctive enough for players to realize the slight impact of dying over running out of time.
- Trial and Error is rewarded alongside smart pathing and mapping if you choose to do so, the game most likely gets infinitely easier if you choose to do that.
- Answers the Question?
- This one I'm not sure yet, with the presentation, I couldn't really gauge everyones opinions maybe because it was so late, and no one has given me feedback on the design yet, but from Will's perspective, the game is engaging and hopefully would continue to invoke coming back to. He did notice that there were a ton of pathways blocked by that lack of directionality but how long it would take to figure the puzzle out from there is still unknown (and in turn, is it a frustrating realization or rewarding one?
- Besides those impacts, I feel from at least the one perspective, I did achieve my goal in making an engaging maze game which I feel is pretty difficult; I hope it continues gathering opinions from other users for more criticism or input.
- Would change:
- Refinement of the design (more assets, SFX, BGM, etc.) so players are rewarded for progress and engagement.
- Maybe a starting area that's very simple, showcasing some of the simpler aspects of the game before reaching wider out into the larger initial 'White' area.
- Showcasing Worldwide Safe Tiles for exploration, enemy pathings, etc.
- More NPCs to explicitly tell a few more nuanced features of the World to help player understanding slightly more about the lack of understanding showcased by the inhabitants of the world; hopefully to invoke more of the feeling that game encourages you to experiment and think slightly outside the box.
- Future Ideas:
- Rock Pushing (World Altering): Accentuates the ideas of running out of time being not so terrible of a problem to have and expands puzzle variety
- (Movement Option of some sort; Current Idea->) Leaping: Jump over walls/rocks and Water (+2 tiles in the same direction; same reasoning as above)
- More Quests and Implementation of Inventory and Items (Bag Button in Battle does 0 damage and prints "You waste time rummaging through your bag" or something like that)
- Broken Time Portals: Sub-areas with more refined puzzles, settings like broken down buildings and caves for the initial tutorial area
- Finish Building out larger 'Wasteland' and 'Grasslands' areas, while implementing a new area 'Oasis'.
- Complete this Tutorial Island more thoroughly implementing the above, and moving forward onto a larger, more centralized map with more clear direction and quest design.
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I also wanted to share in this post the previous concept idea, name and original base of how this began to be built and how this page was presented before:
From "Inevitable" -> "Mind Fog"
Old Description:
Dungeons of Dreadrock style 2D top down dungeon crawler, maybe Sokoban-ish. Emulate the feeling of ambiguity, the unknown, and punish unknowingness unforgivingly. No explanation, just an objective. Create an RPG system similar to classic Pokemon style battles or classic JRPGs. Can’t decide whether to give the player full autonomy or maybe break down the gameplay into two sections: Sokoban style exploration with JRPG elements, and Idle traversal with minimal interference (pathing decisions and healing/support)
Old One Sentence:
Survive against the unknown using strange, otherworldly materials to help your Quest. What is my quest though?
Old Crude Intro Drawing Stored As Well
Mind Fog
Traverse a hand-crafted 2D Isometric Environment in an Odd World Where Time Moves Only When You Do.
| Status | Prototype |
| Author | ronkotomyno |
| Genre | Adventure, Puzzle |
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