3 Lessons from the first level of cup head 1. Tight responsive controls make a platforming game much better, if the controls feel slow and drifty the movement will be less intuitive. 2. The level was very hectic, there were enemies and obstacles coming at the player from every angle. This makes the level extremely hard to complete but the sense of reward the player gets from just getting further than the previous attempt feel very rewarding. 3. The music and visuals of Cup Head play a very important role in the game. Without the very stylised art direction and the jazzy soundtrack the game would be totally different and probably a pretty generic platformer.
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1- Experience What does the player do when the playing? The player won't have control on how fast they move or be able to stop running but they will have have full control of jumping and firing the weapon. 2- Theme What is the game about? The game's theme is built around a cyberpunk aesthetic combined with the classic spaghetti western train heist trope. 3- POV What does the player see, hear, or feel? The player will have a very basic UI to show how far they've reached and how many lives they have left. Other than that they'll just be able to see their character, the train, any obstacles, and any enemies. 4- Challenge What constraints does the game present? Not being able to stop creates an element of challenge for the player. If an obstacle appears they won't be able to stop or slow down to avoid it, they'll either have to jump over it or destroy it. There's also the life constraint, if the player runs out of lives the won't be ...
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