Thinking about game design


Upon starting development of Anomalies, I've had some interesting things to think about regarding keeping players engaged. It's sometimes difficult to make that distinction between what is too long of a break between introducing new game mechanics, boring the player, and what is too short of a break, overwhelming the player.

I decided that I would split the game into 3 sections: Department A, B, and X. I'm aware Department X is a dumb name. I'm rolling with it for reasons I'll explain later.

In Department A, I built the game's tutorial by having Jamie Foster and the handy Cleanser's Handbook guide you along the way to figure out the mechanics of identifying anomalies. Department A also introduces what I like to call Resonant Neurological Engagements (RNEs): spinners and memory screens. I added RNEs as a way to better engage and surprise the players and to keep them on their toes. I love a game that builds on simple events when you come to grow numb to them. This is also why being wrong in Anomalies plays a loud sound and makes your screen flash red— to keep you on your toes! I plan to add more RNEs, ones introduced in Department B and others introduced Department X, building up the player's knowledge and skill needed to progress in the game. If you have simple ideas as to what RNEs I could add, let me know!

Playtesting has shown that the red screen and loud noise when being wrong in Anomalies makes the player feel punished. I was very happy to hear that. There's nothing better than a game that punishes you when you're wrong and rewards you with a cool little groove when you're right (that exists in my game, by the way). Although, it's a good idea to add an option to shut off the red flash of light and loud noise to overall make the gameplay experience more enjoyable for those who greatly dislike the noise and light.

Something I've come to realise playing engine-building board games and video games is that players LOVE exponential growth in power, progress, and/or reward. For this reason, I'm naming the final department "Department X" instead of "Department C", so the increase in progress doesn't feel as linear. I have yet to figure out how to implement this in other ways in my game. Let me know if you have any ideas!

Files

Anomalies mac.zip 121 MB
28 days ago
Anomalies win.zip 115 MB
28 days ago

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