Huh, you know this is actually an interesting little concept. I like the whole "catch the key or it'll unlock what's below you" thing, which leads to the end after a bit. It makes me curious if it has any meaning behind it, or if it was just a neat idea that came to mind.
The gameplay itself I didn't find incredibly enjoyable, to be honest after catching the keys for a little while I grew a bit tired of it and let most of them drop so I could see what would happen if you fall. I was pretty surprised at how long it took for the game to end, which isn't really a great thing.
In the end it could be more polished with more fluid controls (player velocity and friction, not that hard to implement really) and with perhaps even a bit of narrative woven in with the gameplay. But it's a good job for a first project with as3.
This is a good overall tutorial on handling smoother movement:
http://asgamer.com/2009/as3-flash-gam es-for-beginners-more-advanced-charac ter-movement
I would also suggest taking a look at that from the beginning of the tutorial if you'd like, it may seem confusing if you program on the timeline, but it's really not that much different with setting up a document class like they did. It can seem pretty difficult in the beginning if you aren't accustomed to that though.
I thought that was fantastic. I played through it but don't want to spoil anything for anyone else who may read this. This really has great atmosphere, and really reels you in with the narrative. Great job, I really had a great time with this.
I found the art very refreshing and nice. The game play itself wasn't anything really special to me, but overall it's not a bad game. I enjoyed the bit of time I spent with it.
I think it's a bit unfair to attack these sort of "games". Sure they can be different and you can hardly call some of them games at all. But it's good to have people branching out and trying different approaches to having interactive media.
One thing I can agree with here though is the fact that you can only click sad, which happens all too much in things that try to appeal to a "deeper thinking" sort of thing. So in that sense I can agree, people have caught on that this is a new thing to try out rather than a typical game. But some people make them focusing too much on one range of emotion, which tends to be sadness, depression, whatever. That needs to change.
But until then keep an open mind when it comes to this sort of stuff. Sure half of it may not have gameplay or even may not have much of a point. It's all about experimentation, some people aren't as great at it, but some people discover new things through creating with more variety. The good thing you can say about it is people are trying new things, rather than constantly spewing out "casual" games and stuff we've all seen before. Unless of course these start overpopulating and we have to move on to some other new thing. Eh, it's a cycle of progress. There's always something for people to complain about.
It's an impressive concept and very good execution of it through game play. I thoroughly enjoyed playing through most of this, but sadly the game experiences quite a lot of lag on my end. Aside from that it's a great experience and is something that lets you pause to think about your actions, and why you're doing them.
It's surprisingly refreshing, and is presented in a pleasant way. I really enjoyed the concept and thought it was executed pretty well too.
Some way's it could be enhanced in my opinion are:
1. Potentially add in a free fold aspect, possibly through difficulty selection or game mode. This would basically remove the limit of folds the player can do, allowing them to just play around with the game mechanic until they are content.
2. While I do appreciate the visuals of the game in general I think if the paper had a texture or something similar rather than just the bright transparent colors this game would look more professional and would bring even more joy to folding.
3. Otherwise, I thought this was an excellent game. Good job!
I agree with hayzlit, it's a good start and now that you have the basic game down you can take it and go all out with making the game more interesting for players to play. Having some sort of simple and short narrative, whether it's in text or using the game itself to tell the story is vital. Aside from that I'd focus on giving the player some smaller goals to work towards rather than just one objective as people can lose interest quickly wandering a maze they feel they won't want to finish (or in my case that the goal wasn't worth getting to).
I think this game had some definite potential, but doesn't really hit the mark with exciting and interesting gameplay. It's not the innacuracy of the real life event that bothered me (though maybe it should). It was how painfully slow you seem to move and the lack of excitement it must feel like to free fall from that height. This could have been a huge success in that regard, but it sets its sights too low and what we end up with is a generic dodge and collect game. -3 stars for lack of creativity and for uninteresting gameplay. 2 stars for an interesting idea, that hopefully someone else can do better.
Truly a wonderful interactive experience, reminiscent of the film "powers of ten" by charles and ray eames. It's always important to see the big picture, and I'd say this is extremely effective at giving people an opportunity to see that.
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