Highlights
Beat'em ups are often visually intensive and content driven, making them extremely expensive for a small studio to develop. So instead of challenging that head on, I took a step to design an arcade-like permadeath experience, where player will keep dying, but always come back for more.
The result is an addictive and masochistic experience, giving players intense satisfaction when they finally beat the level. Check out the video below to see what the guys from GameTrailers say about the game!
The result is an addictive and masochistic experience, giving players intense satisfaction when they finally beat the level. Check out the video below to see what the guys from GameTrailers say about the game!
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From Doodle Jump to Temple Run, the endless genre are often games with extremely simple gameplay mechanics. These games are short but extremely addictive, having the player playing again and again, waiting for the next big run to give them the adrenaline rush.
In Tobe & Friends Hookshot Escape, I combine the endless genre with the perks-unlocking mechanic from Call of Duty to greatly enhance the game's replayability.
As players play the game again and again, they will unlock many perks which they can then customize and equip. This vastly increases the longevity of the game, as every different combinations of perks changes the game ever so slightly, player just kept going, trying to find the best combination, and unlocking every single perks.
In Tobe & Friends Hookshot Escape, I combine the endless genre with the perks-unlocking mechanic from Call of Duty to greatly enhance the game's replayability.
As players play the game again and again, they will unlock many perks which they can then customize and equip. This vastly increases the longevity of the game, as every different combinations of perks changes the game ever so slightly, player just kept going, trying to find the best combination, and unlocking every single perks.
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"Definitely deserves a place on your iDevice!"
~ Creator of Canabalt, Adam Saltsman
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In Tobe's Vertical Adventure, I was determine to create a 2D platformer similar to the classics, where the protagonist would have all the necessary skills from the get go, and players could only get better at the game by understanding more about the game.
This proved to be very fun and challenging for me as a designer, as the responsibility to educate the player, while keeping things fresh and interesting now falls solely in the game's pacing and level design. The result was not only a fun, but memorable adventure, leaving the players wanting for more.
This proved to be very fun and challenging for me as a designer, as the responsibility to educate the player, while keeping things fresh and interesting now falls solely in the game's pacing and level design. The result was not only a fun, but memorable adventure, leaving the players wanting for more.
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