New Demo Launch, and why its now open world


The idea of what this game should be has changed over the year I've now been working on it. It might seem that the changes I've made from the first demo to the second demo are a perfect example of "scope creep." Does the game actually need open world exploration? Does it need fancy shader effects and particle systems? I think so, the games I've always enjoyed and remembered the most are the ones that put the player in an intriguing, beautiful world and let the player probe and explore it to figure it out. Ico, Rain World, Animal Well, Limbo...
The first demo was really dead in this way; a level would be presented and the player had to solve it and then another level would be presented and the player had to solve it, and so on. Even if the platforming was good, the engagement the player had with the game felt low. There was no reason for the player to be curious, as there was nothing there to be curious about. And the presentation wasn't intresting enough to draw your attention.
When people talk about Celeste, they often talk about its tight controls, but I feel the most important aspect of that game is the simple exploration mechanic in it. The very simple and straightforward idea of giving the player a choice of where to go changes how the player interacts with the game. Insert a hidden chest or level and suddenly the player is scanning every corner of the world to try and find more. This didn't happen before. An optional level discovered behind a secret bookcase feels way better to complete than if it was a regular level. This keeps the player engaged, as does adding elements of intrigue or mystery. Connecting the dots between scattered breadcrumbs of information to figure out a esoteric puzzle or story.
Fundamentally, this is what games are—an interaction between the game and the player. Alot of the enjoyment happens outside the actual moment to moment gameplay and instead in the players head, the narrative they construct in their head as they navigate the world. When I realized this, it started a months-long refactor to make the engine and editor support these new ideas. There's still more to do; this demo represents a start towards this goal. The game desperately needs a map to hint to the player where secrets might remain to be discovered, doors locked with keys yet to be discovered to encourage the player to explore, and lots of world building and weirdo creatures with weirdo interactions.
Appreciate any feedback on the demo, and thoughts on this change in general. Until next time !✌️
Files
Get Break the Targets!
Break the Targets!
Open World Precision Platformer
Status | In development |
Author | Tangenten |
Genre | Platformer, Adventure |
Tags | 2D, Atmospheric, Exploration, Indie, Metroidvania, Pixel Art, Puzzle-Platformer, Speedrun |
Languages | English |
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