http://dimensionshift.metroidheadquarters.com/Dimension ShiftDimension Shift was one of few games at NCFC I didn't feel guilty about spending a lot of time with. Its premise takes simple platforming and makes the game play unique through a mouse controlled 'drawing' system where you add platforms to the game in real time, not unlike Kirby Canvas Curse (aka Power Paintbrush).
I thought the HUD was good, but it doesn't stand out as important or interesting since the audio cues for damage and the like are few and far betweenWhat's really great about the engine that you see in the demo is how a variety of line types actually can be used and it's not just creating obstacles for you everywhere you go, a slope (albeit properly drawn) is treated as a ramp, your character can actually walk up it rather than just getting hung up on the steep slope. And yet if you make it too steep it's a wall and he can't pass it. The only flaws with the engine as it stands are so easily reversible and I hope the creator gives some thought to these ideas:
- You shouldn't be able to draw on yourself at any circumstance
- Offscreen platforms you drew need to get rid of themselves
This is just to streamline the game play, because as an engine test it works beautifully. It does everything it is supposed to and you can see where the idea could be really fun. I had a lot of fun with the Kirby title on DS, but it was limited to a sort of sub-pinball level of enjoyment because of how dependent your movement was on the drawing. Here a strong set of fundamental platforming principles promises a very fun game in later iterations. As it stands on the design side, I would argue against what has become this sort of accepted indie idea that drawing in games is innovation, and that the simpler your character is the more endearing it will become. Ultimately your character is a stick figure and the theme here is Pictochat, but because this is an original concept I think you should work on taking it outside of that. Not with someone's avatar or anything, but a concept of your own since you can obviously think for yourself. Replace the character with anything, it doesn't really have to resemble a man per se, and then surround him with his own environment. Again this is just an idea for visual interest.
When it comes to enemies and the like, I would say it isn't even necessary to have any more than the simple interactions in the game, just be sure that what's missing is added in, I'm referring mostly to audio cues here. The game's sound is underwhelming for reasons I can begin to imagine, either find some FX online or record your own; sound design in a game goes great lengths to increasing player satisfaction from a task, and ultimately that's all this game is missing; a splash when an enemy is killed, a dusty effect when lines are erased, a screechy sound when you're drawing.
As its own game without the influence of Nintendo worlds it'd probably feel more full and visually interesting.On a personal level I was having fun with when you broke the engine on purpose - taking out the drawing option for areas, or offering another unique challenge, just be sure that when you do this the areas aren't a mess of platforms for you to fall through with little to no thought given to their placement. With this engine in place it seems like you made the common mistake of wanting to push the game out without really building levels, play through them in their entirety on your own and then have 2-3 friends play through them. See what issues you all run into and fix the most common ones until it seems streamlined. It's not that you have to give everything to the player, but you have to make sure that the experience doesn't feel cluttered or like the results will vary completely each time, in a simple game that becomes very aggravating very fast.
Overall I loved this, it was something truly unique that no one else attempted, based on an extremely simple concept and you had a lot to do in your demonstration. I know it has come a long way and you may think of it as finished but be sure and 'cook' it more, you're done with ideas now you just have to tighten what exists and this could become rather popular. Start with the level designs, then do sounds, and if you really want to go into graphics and the characters.
Great game man.
This post has been edited by Nightwing on Oct 28 2008, 03:28 AM