Whilst creating the first game of this unit, the platformer game I found the assigned readings (chapters 1, 2, 7, 8, 3, 4 and 5) from The Game Design Workshop by Tracy Fullerton to have greatly assisted in the game design process. Particularly the section where Tracy (2018) remarked “Learning how to set interesting and engaging player experience goals means getting inside the heads of the players, not focusing on the features of the game as you intend to design it”. Using this thought process, I approached creating the game by playing for a bit then creating for a bit using a playtesting after creating approach. Whilst this did have the disadvantage of me being prone to creator bias and therefore missing some key fundamental new player viewpoints, I was also able to find an intuitive and easy to use control system with the arrows keys for directional movement with the space bar to jump and z key to shoot. Eventually when I got to playtesting, I found the player first tried to use the arrow keys to move horizontally, I however also noticed they tried to use the up arrow key to jump and saw they were confused when it didn’t work, although their next guess was the space bar to jump I added into the game a second option to use the up arrow key to jump also so that players could use either. Looking back on it following the teachings from Tracy I ended up able to utilise a fairly play-centric focused design approach in order create a fun and intuitive to play platformer.
If I had the opportunity to create the game again from scratch with the new knowledge I have I would have devoted more time to making custom made sprites, even if they weren’t highly detailed looking back on the project I don’t see it affecting gameplay or player experience rather it would fix the lagging sprite issue that was causing extra difficulties. Fixing this lagging sprite issue would definitely have provided a better player experience due to the easier and smoother player experience. I also would have liked to add a score of some form to the game to get a simple gameplay loop going so that the players would feel more engaged in the game experience.