28 Mar, 2008
Today I spend a little time playing the game Techno-Drone written by Super-Drunk that can be found on the YoYo Games site here: http://www.yoyogames.com/games/show/29089. The game is a fast-paced action game with an interesting game play element. The drone with which you destroy the enemies also drags your home base toward the enemies. This leads to additional tension. While you clearly must destroy the enemies that very action can actually bring your base into a dangerous position. This requires decision making under time pressure, which is the main ingredient in all good fast-paced action games.
The game is fun to play for a while. However, there are some clear flaws in the game design that I want to discuss here. It would have been easy to remedy these flaws, which would have led to a better game. As many games make similar mistakes, I hope this analysis is also useful for other game designers. To understand the points I make below though, please play the game first.
Control
The control of the game is very simple. You move the drone near to an enemy using the mouse and click the mouse to destroy enemies. This is great for a game. Easy controls make it easy for the beginner to master the game. However, easy controls can also lead to a feeling of limited control and can limit the number of decisions a player has to take. (And the challenge of most games comes from taking the right decisions.) When you get a bit further in the game all you do is move with your mouse around the center of the screen, clicking as fast as you can. All decision making seems to have gone. This could have been remedied by for example having a reloading time between clicks. Or by providing a second special weapon under the right mouse button. Also, by having different enemies that behave in rather different ways and with different strengths, you can force the player to think about what enemy to attack first, avoiding the random clicking.
Visual Overload
The game has lots of visuals. The background is moving and changing, there are all sorts of visual effects, dead enemies hang around for a while and disappear with big visuals, etc. It all look very techy but in the end it hampers the game play. The further you get in the game the harder it becomes to see the enemies because they are hidden in a huge number of unimportant visual effects. It is important in your game that the visuals help the player. Great visuals can create a Wow effect but when they distract they will in the end lead to a negative feeling for the player. Design your visuals careful.
Limited Enemy Variation
There is rather limited variation in the game. All enemies basically behave the same and are destroyed in the same way. Although they look different they do not provided different challenges. It would have been nicer to have different types of enemies. Some can move fast but in straight lines, other slow but changing directions, others again moving in circles, or locking on to the base. Some might be big and others small. Some might be more dangerous than others. Some might shoot bullets. You could have mines that explode after a while, etc. You could even have enemies that cannot be destroyed but must simply be avoided, adding an additional game play element in which the control of the base is the goal. Clearly not all of these should appear from the start but they should be introduced gradually during the game.
Powerups
There are a few different powerups and these add a nice element to the game. Because they are powerful and important, picking them up with the base is important and, hence, require different game play. A few more would have helped. It would have been even nicer when they would not just appear randomly but a bit more when you actually need them. That increases the tension to get them in time.
Increase in Difficulty
I think the main weakness of the game is the way in which the difficulty increases. In the beginning the game is very easy (which it should be) and then suddenly the number of enemies increases very much and the game becomes almost impossible to play. A careful timing of the increase in difficulty is crucial. You have to keep players in the flow. Also it is good to make difficulty come in waves. From time to time you need to give people the time to relax. The increase of difficulty should not only come from more enemies but it should come from having more difficult decisions to make. This can be achieved by providing the player with more choices and by creating more variety in challenges that require different strategies. E.g. suddenly all enemies could come from a particular direction or you get only a particular type of enemies.
The game has a nice gameplay idea and a great engine with nice (but overdone) graphics effects. Just a bit better level design would have considerably improved it. Remember, in the end the level design is one of the most crucial parts of your game that you should spend ample of time on.
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