SNOWOWL'S PROFILE
Search
Filter
What makes a good adventure game?
Adventure games have been declared dead by critics far and near,
but as far as we're concerned, they're alive and well in our hearts.
So being a adventure game maker myself, I was wondering:
What makes a good adventure game?
I enjoy games in which the pace is slow and the reward is for thinking and figuring,
rather than quick reflexes.
Story and atmosphere also plays a big part for me.
To avoid confusion, the definition of an adventure game is: "An adventure game is a type of video game characterized by investigation, exploration, puzzle-solving, interaction with game characters, and a focus on narrative rather than reflex-based challenges."
but as far as we're concerned, they're alive and well in our hearts.
So being a adventure game maker myself, I was wondering:
What makes a good adventure game?
I enjoy games in which the pace is slow and the reward is for thinking and figuring,
rather than quick reflexes.
Story and atmosphere also plays a big part for me.
To avoid confusion, the definition of an adventure game is: "An adventure game is a type of video game characterized by investigation, exploration, puzzle-solving, interaction with game characters, and a focus on narrative rather than reflex-based challenges."
[Poll] Would you like a Hunger Games based contest/event, or another SMBX event soon?
author=Tau
I watched Hunger Games out of shear curiosity.. It was Ok actually. An arena making contest though? Everyone submit a sprite, randomly select which user fights who and vote who wins each fight, that could be fun?
That does sound like a neat contest. Probably coolest sprite gonna win, though. Not that there is anything wrong with that.
Miserere
The Screenshot Topic Returns
@CC: Nope, the left part with the stair is just there to look nice.
@Creation: What exactly IS that?
@Creation: What exactly IS that?
The Screenshot Topic Returns
Let's Play After Man Part 1, I HAVE TO DO IT AGAAAAAAIN!?
Nah not really, I don't enjoy seeing others unhappy. Especially if the unhappiness stems from my game.
Let's Play After Man Part 1, I HAVE TO DO IT AGAAAAAAIN!?
Hey, thanks for playing one of my oldies. It's nice seeing people still playing this old thingy. I'm aware of many of the flaws you're pointing out and sometime in the future I might take some time and fix them.
Too bad you missed the save points and had to redo it, hah.
Too bad you missed the save points and had to redo it, hah.
Looking for Experienced and Talented Spriters / Scripters / Composers / Graphics People for Kickstarter Project
NicoB's Let's Tries/Plays! *REQUEST YOUR GAME HERE!*
author=NicoB
Miserere
Part Two: HIPPY DIPPY DOO DAH DAY
That was unexpected (but nice).
Speaking of making a demo
Putting up what just whatever you have finished is not always a good idea if you keep doing it all the time. If you really want feedback, try to get some people to test it out for you and write down what they felt could be improved and what was good (and bugtesting). That will probably give more than random comments that maybe 1/10 people will give you. The reason most people download something that isn't complete is to see if the complete thing will be worth their time, not to give you feedback.
That's why it's called a demo, because it's a demonstration.
The reason I'm saying this is because I made the mistake of putting up lots of new "add-ons" of one of my games and eventually some people tired of it, no matter how much new content there were. Personally I feel that putting together something that shows how your game will play and look in a short demo maybe once or twice is a better method than to keep releasing content if you want to keep the interest of your players.
In short, play-testers and one or two demos (maybe one after completing 1/4 of the game and one after 3/4's).
Edit: Also, obviously you should pick parts of your game that shows off a bit story and some cool gameplay for those demos. Show off your game in it's best light.
That's why it's called a demo, because it's a demonstration.
The reason I'm saying this is because I made the mistake of putting up lots of new "add-ons" of one of my games and eventually some people tired of it, no matter how much new content there were. Personally I feel that putting together something that shows how your game will play and look in a short demo maybe once or twice is a better method than to keep releasing content if you want to keep the interest of your players.
In short, play-testers and one or two demos (maybe one after completing 1/4 of the game and one after 3/4's).
Edit: Also, obviously you should pick parts of your game that shows off a bit story and some cool gameplay for those demos. Show off your game in it's best light.















