The shadow thing in your game is definitely a mechanic because of the way that you use it. It is interactive because it's determined by how you move the character. In a lot of games it would just be a visual effect, but I've seen bits where use it to to hide elements of the world. That and the other things you've mentioned are what makes it a mechanic. It gives you a back and forth interaction with the games state, rather than just presenting visual polish. Also a great quote that can applied to game mechanics is "A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once." - Shigeru Miyamoto
It's ok to have multiple mechanics. Just make sure for each one, you have some levels that can't be passed without, and a boss fight heavily based on it. In levels, put a bonus reachable using a combination of base mechanics with an other one.
There are definitely many games that implement mechanics pretty well. But of the games I've either seen or played, Portal is the first one I can think of. Cut the Rope is another. On Steam, there's a good one called Rochard, which uses shooting and gravity in complementary ways.
I think this is why "Party Games" aren't seen as fun to most; or at least reviewers. The main mechanic of a party game is variety; and while some mini games can be fun; the overall selection are mutually exclusive and feel less than one large game as you mentioned with mechanics. This also draws parallel for me on the benefit of focusing on one skill well rather than trying to learn multiple sub-par similar to your other video on that discussion.
Hello! I'm making an RTS in which the player has to build an economicly strong colony out of a few resources and a piece of land. I am constantly working on it for half a year now and the gameplay part of it is very weak and I don't know if it worth putting in new features because if the game is not that good now, will it ever be?
Is the game called "VVVVVV" or "WWW" is the real question boss :P. I think games should have as many mechanics as you believe it should have (Your game, your world). Really subjective, but adding mechanics that have depth and growth to it is really awesome and many games miss this.
I think what's important is that you should "connect" those mechanics. Rather than just adding random mechanics to your game, make sure that they interact with each other and don't exist in a vacuum.
My problem with the shadows is it makes the core jumping and shooting look painful. Not being able to see what you're doing or what's out there is a form of anti-fun. Maybe the game just isn't for me.
It's funny this comes up now, I'm actually struggling a lot with how to build a puzzle adventure game because I can't figure out what to make as the central mechanic(s) for solving the puzzles.
I recomend that you watch some Jonathan Blow videos about how he did design in his puzzle games (Braid and The Wittness) - this guy is a genius - and also has this same advice that was given in this video by Tim - use one mechanic - but do it well.
already seen em actually. It's just I'm basing this game idea off of a particular world setting I made and I don't know what to use as the definitive mechanic(s) for it.
The shadow thing in your game is definitely a mechanic because of the way that you use it. It is interactive because it's determined by how you move the character. In a lot of games it would just be a visual effect, but I've seen bits where use it to to hide elements of the world. That and the other things you've mentioned are what makes it a mechanic. It gives you a back and forth interaction with the games state, rather than just presenting visual polish.
Also a great quote that can applied to game mechanics is "A good idea is something that does not solve just one single problem, but rather can solve multiple problems at once." - Shigeru Miyamoto
It's ok to have multiple mechanics.
Just make sure for each one, you have some levels that can't be passed without, and a boss fight heavily based on it.
In levels, put a bonus reachable using a combination of base mechanics with an other one.
There are definitely many games that implement mechanics pretty well. But of the games I've either seen or played, Portal is the first one I can think of. Cut the Rope is another. On Steam, there's a good one called Rochard, which uses shooting and gravity in complementary ways.
8k subs is not enough for the amount of phenomenal advice you give!
I think this is why "Party Games" aren't seen as fun to most; or at least reviewers. The main mechanic of a party game is variety; and while some mini games can be fun; the overall selection are mutually exclusive and feel less than one large game as you mentioned with mechanics.
This also draws parallel for me on the benefit of focusing on one skill well rather than trying to learn multiple sub-par similar to your other video on that discussion.
I think GTA V should have more than 1 mechanic, one that will drive your car to any road and one that will air drop it if youre not near a road.
Hello! I'm making an RTS in which the player has to build an economicly strong colony out of a few resources and a piece of land. I am constantly working on it for half a year now and the gameplay part of it is very weak and I don't know if it worth putting in new features because if the game is not that good now, will it ever be?
Thank you so much tim.
Love your videos!
I do I check out the games you made?
Is the game called "VVVVVV" or "WWW" is the real question boss :P. I think games should have as many mechanics as you believe it should have (Your game, your world). Really subjective, but adding mechanics that have depth and growth to it is really awesome and many games miss this.
I think what's important is that you should "connect" those mechanics. Rather than just adding random mechanics to your game, make sure that they interact with each other and don't exist in a vacuum.
Love your videos
u should do as much as u can without it getting a mess
My problem with the shadows is it makes the core jumping and shooting look painful. Not being able to see what you're doing or what's out there is a form of anti-fun. Maybe the game just isn't for me.
Imho the shadow mechanic is cool but a bit too exaggerated. Maybe a tweak to keep the visible area larger would improve it.
It's funny this comes up now, I'm actually struggling a lot with how to build a puzzle adventure game because I can't figure out what to make as the central mechanic(s) for solving the puzzles.
keero kamiya me too !!
I recomend that you watch some Jonathan Blow videos about how he did design in his puzzle games (Braid and The Wittness) - this guy is a genius - and also has this same advice that was given in this video by Tim - use one mechanic - but do it well.
already seen em actually. It's just I'm basing this game idea off of a particular world setting I made and I don't know what to use as the definitive mechanic(s) for it.
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Chibaba chiripo ichi