Simple - A platformer. Only three levels... three levels that will simply frustrate, bend, and infuriate your mind. Three levels... of simple impossibility. Can one little square make its way through three levels... to simply make it to freedom? A platformer designed like @Unrealisation's Avoid the Fire, and with an online game called Vex in mind. Instructions in game. All designs are by me, @Arcode, made in Adobe Illustrator CS5.1 and the Scratch editor. Questions *How did the game designer use variables? What effect were they looking for in the game when they used variables? *How did the game designer use loops? Give three examples of loops from the game. *How did the game designer use the following: If Touching Broadcast/Receive Movement 4. *Did the game designer include a splash page (or opening sequence) that told the user how to use the game? 5. *Are clones used in the project? If so, how? 6.*How did the game designer develop a point/scoring system? 7.*How clear are the expectations of the game to the player? 8.*Is there any message or deeper meaning to the game or is it just for fun? 9.*How enjoyable is the game to play? 10.*How challenging is the game to play? 11.*What would you do to make the game better? Answers The game designer used variables as a placeholder for certain values. For example if the sprite is touching a certain color, the ghost effect occurs making it look like it disappeared. they were trying to make the sprite look as if it had disappeared if it touched the spikes or the goo. The first way they used a loop was by making the sprite controls go forever. The second loop they used was adding a ghost effect to the screen 10 times, then switch to a different effect. Additionally, the creator used loops so that every time you reach a checkpoint you go back to the last checkpoint you passed. This action repeats forever. The designer used if then statements so that if the sprite touches the red spikes the sprite starts to disappear, and start at your last checkpoint. The designer used broadcast/received by writing text on the screen that can then be read by the player, and he would follow that command. The designer used movement by using a few commands that if you press the right arrow key, the sprite would move to the right. As you play the game, text appears throughout the game that tells you how to move, what to avoid, and when you have reached a checkpoint. There are a lot of red spikes that are cloned so that a bunch of them are in a large area. If the player steps on them, they have to go back to their last checkpoint. The designer put checkpoints all throughout the levels, so that if you die, you go back to that checkpoint. The designer did this so that you don’t have to go all they way back to the beginning if you die. The game is really simple. All you have to do is move the avatar around the red spikes and green goo, and get to the end of the level; the red checkpoint. One deeper meaning would be to never give up. It takes a lot of time to beat the last level, which makes you want to play again, and again, therefore, you never want to give up. The game is fun overall, and makes you want to play over and over again. The game is challenging because some of the obstacles are too difficult to overcome and take up too much time. Also, the sprite moves really fast making it difficult to avoid obstacles at such a fast pace. To improve the game, I would make the jumps that the avatar has to make shorter, and put less obstacles in small areas. Also, I would make the sprite a little slower.
Thanks to Arcode for the game