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Space barnacle
Scanlines and teethed crustaceans
Upon reading a title like “Space
barnacle”, one may strongly wonder how a game about a small
crustacean that attaches itself on surfaces found in the exosphere
may be of any entertainment. Rest assured, the title is deceptive
and Space barnacle offers more than steady and sturdy cementing
action. In this game, the player will assume the role of an unnamed
gun-wielding youngling alien out to avenge the death of his pinkish
and fully toothed father. The creators, team doomlaser, want us to
take a walk down the eight-bit road once more to enjoy a fast and
simple shoot-hem-up platformer. Scan lines included. Is the result
convincing? Let’s find out…
First of all, I will look at the game from an emotional point of
view, investigating if the game is intuitive, immersive, how many
levels of experimentation it offers and if the player is kept
motivated throughout the experience. Afterward, I will move on to
dissect the game under a technical point of view by peering at the
game’s mechanisms, its economy, ergonomics, flow, stability and
accessibility. Finally, I will expose various bugs found throughout
my experience and then suggest various possible modification to
enhance the game.
Emotional
How emotionally involved is the
player in Space barnacle? The following will try to understand why
and how the player feels during the experience.
Motivation
A player’s will to play comes from
his motivation. It is crucial for a game to keep the player
completely motivated on various levels to keep him, dare I use the
expression, barnacled at his controller. Always keep in mind that
the player’s motivation is, at the same time, the true “raison
d’être” of the experience. Why would the player be playing this game
instead of another or simply doing something else? Why does it exist?
These questions have to be answered within seconds of play.
Space barnacle has serious
motivation issues. The player is frequently left on his own,
questioning his role within the virtual world. What am I doing here?
Where am I going next? Why am I doing what I’m doing? Too few
answers are given and too many loose ends remain untied.
The introductory sequence is a good
example of this problem. The game loads up and we are thrown in
space, moving to the right. As meteorites passes by, the team’s logo
is displayed. Right after, a blue spacecraft slowly travels in the
same direction as we are moving and, few seconds afterward, a red
laser strikes the shuttle. The screen quickly fades away and we are
brought to the main menu. At this point, we should know a lot more
about the virtual world offered to us. We have no idea who is the
character presented in the main menu, we don’t know who was aboard
the spaceship or what happened to them. We have no clues about who
are the assaulters and why they attacked. The player then starts the
game with no initial motivation and doesn’t know why he his playing
this game. He doesn’t even know what the game will be about.
An introductory sequence is used to
introduce the virtual world to the player so that when he first
controls the avatar, he will have minimal knowledge of his new
virtual situation and will have an idea of the tone of the game. All
these little information found in the sequence will motivate the
player, sometimes until the end of the game, and will also dictate
the player’s first move when he’ll begin the actual interaction
within the game’s world. If the game shows a calm ocean while
playing a sweet melody, the player will start the game softly and
will not anticipate any action. On the other hand, if the game shows
cars exploding and big thugs brawling, the player will expect some
action right at the start and he might even look for a fight with
the first thing he spots. In Space barnacle’s case, the player
should be given crucial information such as knowing who is the
avatar he will be controlling, what is his relationship with the
father character and why the player will have to shoot creatures on
sight. The introduction would also greatly benefit from an
elaborated action scene that will give a good premise of things to
come.
At this point, I would like to point
out that introductory sequence doesn’t inevitably mean cinematic
sequence. An introduction can very well be played. A cinematic
should feature optional or skip-able information while a played
introduction should feature crucial information. I could elaborate a
lot more on the subject but instead, I will refer to the SNES game
Megaman X. The game features excellent introductory scenes of both
playable and cinematic style.
Another reason why Space barnacle
has motivation issues is the fact that the player is presented a
possible progression within the virtual world but cannot know
exactly how it works. For example, the player will easily find that
he can gain more health by destroying door-controlling machines only
to discover later on that only the red orbs can actually raise the
maximum health. The player is motivated to find health power-ups but
doesn’t know exactly what he has to look for since two elements seem
to be leading to the same result. Of course, it’s not the case,
yellow replenishes and red rises, but there is a confusion. A simple
way to clarify the situation would be to show the player the
currently maximum health possibility. At the same time, showing that
this maximum can grow would also help. The God of War and Resident
evil series have well designed energy gauges following this logic.
They allow the player to know what is the current maximum health
possible as well as seeing how much health it’s possible to get
throughout the game.
An element that lowers the player’s
motivation is the lack of pressure. Since the player has no
penalties from loosing, his interest in the game can easily fade by
adopting a behavior of “who cares if I play well or not, I won’t
loose and I’ll get the same reward in any cases”. The game doesn’t
reward the player who tries to achieve a high degree of mastership.
There are too few quantifiable elements to have players competing
over. It is very crucial to feature this kind of elements in
competitive games such as Space barnacle in order to keep the player
motivated. The game could feature scores, but I strongly suggest
going for an achievement-based system that will reward players who
invest time to gain titles or objects that will influence gameplay.
There could be hidden special objects that boost your character’s
attributes or a special reward for a player that kills all enemies
or destroys every machine he finds. There are many possibilities
here; the key is to be creative to find interesting challenges that
will pressure the player in doing more than the basics.
It is important to say that Space
barnacle does offer a good amount of motivation. Most of the virtual
world’s design has been crafted using exploration elements. The
player is shown a possible path that he cannot reach and
contraptions he cannot use right away which titillates the player’s
curiosity. It is also possible to find new objects, such as the
parachute, that requires the player to use a new gameplay technique.
To summarize,
the game lacks motivation because:
1-The player
has not been staged properly before playing
2-Nebulous
progression due to confusing elements
3-Lack of
pressure and special rewards
But the game
features these motivational elements:
1-Teases the
player by showing him alternate, unlockable paths
2-Offers
upgrades to the possible mechanisms, such as shooting or jumping
Intuitivism
Can
the player find out what he has to do with ease? Does he always know
what he is supposed to do to reach his goal? The next section will
focus on how much the game allows the player act with his gut
reactions.
A certain lack of intuitivism can be
found in Space barnacle. Although very intuitive, the player is
often left wondering about what he has to do exactly to reach the
next phase of the game. For example, most of the game’s design is
based on finding door-controlling machines and destroying them to
access new territories. It is relatively intuitive to destroy them
since trying to use the machine will injured the player, but it is
very hard to know how many of them is needed to unlock a door. When
one element is associated with numerous other similar elements, it
has to be clear for the player. Right now, all machines have red
lights on them and all doors have a red light indicating that it is
locked. Naturally, a player will associate those two elements
together. The problem resides when a door requires more than one
machine to become unlocked. The door should tell the player this
condition, perhaps by having multiple red lights or displaying a
different color.
Controlling the avatar is very
intuitive. One can easily move the character around with ease and
the game is responsive to the player’s reflexes but a few weak spots
would need some fixing. The first issue lies in the jumping control.
The height and speed of the jumps are acceptable but the jumping
length is not very intuitive. If the player stops holding the
direction of the jump, the character will stop abruptly. The game
should feature fixed jumping lengths that can be altered by the
player. For example, holding the direction of the jump would make it
a bit longer while holding the opposite direction would “brake” the
character. With these elements, jumping would become easier to
control hence more intuitive.
Another thing that bothered me about
the controls is that you cannot jump while climbing. Doing so should
allow the player to climb ladders faster. At the same time, the
player should be able to slide down a ladder using the downward
direction and the jumping button. This way, the player who wants to
zoom through a ladder area can do so by simply using the jump button.
As mentioned earlier, the controls
are very well crafted and intuitive but the player is allowed to
perform a move that is close to useless through the game. Sliding is
not mandatory anywhere in the standard course of the game. There are
two possible ways to fix that problem. Either remove the sliding
technique or add sliding challenges in the level design. Right now,
the game is simply offering something that is useless to the player
instead of giving him something he can actually use within the game
area.
To summarize,
the game has a lack of intuitivism in different elements.
1-The player is
often left without a clue on what to do to proceed to the next step
of the game, such has how many machines must be destroyed to open a
door.
2-The jumping
mechanism needs refinement
However, Space
barnacle remains a very intuitive game due to its responsive
controls and simplicity.
Experimentation level
What does Space barnacle has to
offer to the player in terms or learning? How many different ways of
playing the same challenge does the game offers?
Despite it’s short length, Space
Barnacle offers great experimentation possibilities but fails to use
them at their right value. All the game’s sections, or levels if you
will, have been designed with multiple paths but they all lead to
the same results. The player can use his imagination on numerous
levels but it will all end up at the same place. This spoils the
pleasure of experimentation of the game. In addition, the player
cannot find many alternate, hidden paths. All possibilities are
displayed on the screen and it’s simply a matter of taking it or
not.
Speaking of possible paths, the
game’s experimentation lies partly in its exploration. Exploring in
Space barnacle is a bit weird due to how it is presented to the
player. The game tells him that he will need to explore to reach the
ending by dispersing the numerous door-activation machines
throughout the areas. At the same time, the game tells that
exploring is bad because trying new things will result in loosing.
The player will usually not know exactly where he will land before
he jumps and it is hard to tell where the death pits are when
jumping down a platform. A good example of this is in the very first
area. There are too many death pits in the area where the player
learns how to play. This tells him that exploring is a bad thing
because of the high chance of failure. The first area doesn’t need
to feature as much death traps and places that lead nowhere: it
should be quite the opposite. The first area should promote
exploration and make it very easy in order to tell the player what
he’ll have to do later on in the game.
Another thing that makes exploration
less interesting is that most platforms can only be reached by
performing a very high jump. It would make the game more interesting
if, in the first three areas, all platforms could be reached by
using three quarter jumps instead.
The different gameplay techniques
found in the game are interesting but will not change the course of
the experience. Even if the player masters one technique in
particular, he will not be rewarded accordingly. It’s important to
let the player learn what he desires to and give him rewards for
doing so. A simple example of this would be to add a section in a
level where the player must shoot various objects to get to a secret
area where he would get a special item. This challenge would be
optional since it’s not needed to finish the game but it would tell
the player that if he wants to invest time, he will be rewarded.
To summarize,
the game has great possibilities of experimentation but it does not
use them
1-The levels
are designed with multiple paths but they are all available without
much search and will lead to the same result.
2-A player
investing time in learning the game, like focusing on mastering
certain techniques such as shooting, will not be rewarded and will
get the same results as a player who doesn’t learn anything.
3-The game will
have to clearly tell the player that’s it’s ok to explore by making
the first areas less dangerous.
Story and progression
Story-wise, how is Space barnacle
doing? Does it offer a good progression? How is the player involved
in the storyline?
Unfortunately, in Space barnacle,
the story is nearly inexistent and the tidbits we find are not
involving. In the game, our primary story-based motivation is to
avenge the death of our father. We have no idea who is our father
before the game begins and when we find him, the scene is drab. The
game would need to establish a better mood for this event by
explicitly showing us the crashed spacecraft as well as debris lying
everywhere. The player also needs to understand that he was also
injured in the crash and that he was lucky to survive, a chance that
his father didn’t get.
Following the idea of vengeance, the
player should be able to destroy the first enemies he finds with
only one shot. This would help to strengthen two elements: first,
the idea of vengeance for the father’s death. The second element
would be to establish a progression within the game. When the game
starts off, the enemies are weak and the player feels strong. As the
experience unfolds, the enemies grow stronger and the player will
need to find new objects to eliminate the threats and get the
feeling of overpowering back.
Between the first territory that the
player must explore and the last meeting with his dad, no story
elements are given to the player. In addition, upon reaching the
position of the newly reborn father, we find the same flaws as in
the father’s death scene. The father is not located in a dramatic
emplacement within the last area and the overall mood is too tame
for an event of this importance.
So, to
recapitulate, the story of Space barnacle is close to absent and is
ineffective.
1-The player is
not emotionally involved in the game
2-The dramatic
scenes are bland and would benefit of a more dramatic staging
3-The game
offers very little progression from start to ending. The enemies do
not evolve and there is only a small variety of them throughout the
game.
Graphic and Sound direction
The artistic direction taken by team
doomlaser is following the look of the games of the eighties. Simple
graphics, few colors, few frames per animations, chip tunes and scan
lines form the heartbeat of the art used though the game.
Graphically speaking, the game is
very constant and all the objects fit together. The colors used for
the main character are easy to see and the player is never lost. The
minimalist approach is generally followed through the game at the
exception of certain animations. For example, the animations of the
exploding machines feels more elaborated than the rest of the game.
Other elements simply do not fit with the tone of the game. The
ladders are an obvious example but the falling donut platforms and
the saw blades also feel out of place. Besides those elements and
other few details, such as the unique animated blue flowers or weird
backgrounds, the game fits together. The use of scan lines and
television borders strengthens the look of the game.
Sound-wise, the game also fits. The
effects are well done and very retro. The chip-tunes are fun and
interesting to listen to. My only complaint is that they do not fit
as much with the tone of the game. A song like Urethra Franklin is a
good song but does not inspire the player to blast creatures up. I
believe that a soundtrack with faster rhythms will enhance the
experience.
To recapitulate:
-Graphics are
good and most game elements fit together
-Sound effects
and music are well done but music needs to fit more within an action
context
Immersion and continuity
How much is the player transported
into the virtual world offered by Space barnacle? Is the game
immersive enough to grasp the total attention of the player to the
point of belief? Are there illogical factors that catapult the
player’s mind back to reality? Let us look at how the game presents
a continuous and believable experience to the player.
Many factors come in line to
establish the immersion and continuity of a game such as the
responsiveness of the controls, the ambient sound and music or the
graphic representation of the ideas. Since I already talked about
those elements previously, I will list events and situations I have
encountered through the game that broke my immersion inside the
virtual world.
- Finding the
parachute is really odd. It’s just standing there for no reasons,
out of nowhere
- Re-spawning
the enemies and door-controlling machines breaks continuity. When
the player has killed or destroyed something, it should remain
that way. The same thing goes with door. Unless you can explain to
the player why a door has re-locked itself after being opened, the
door needs to be left unlocked.
- When moving
from one area to another, the position of the player should be
kept in order to keep the continuity intact. For example, when the
player is located on top of the elevator and he reaches new screen,
the character is repositioned inside the elevator instead of on
top.
- The ladder
is plain out of the space context and there is no animation when
climbing. It would be better to find an alternative to ladders.
- The enemies
do not alter their graphics after being shot. The player has no
feedback to tell how many times he has shot an enemy.
- The father
needs to be animated, or at least show a sign that something will
occur when moving near him. He simply does not attract enough
attention, especially since the player starts by facing the
opposite direction.
- The father
should be clearly shown when dead. This is an important moment of
the experience and the game has to make it believable to set the
mood of the last story event.
- The
minimalist HUD helps to immerse the player but the superfluous
cut-scenes that occurs when we die or gain a new object, slows
down the pace of the game and breaks the mood.
- The rock gun
does not cause more damage to enemies while allowing the player to
destroy rocks. If it can destroy rocks, it should be more powerful
versus enemies.
To summarize, Space barnacle can be
considered immersive but numerous little things affect its
continuity and the belief of the player.
Technical
We know how the player feels when
playing. It’s time to examine the game as an application. Is the
game easy to use? Is it stable? Is the design strong? Let’s take a
look at everything that is transparent to the player.
Mechanisms
Mechanisms are how the game
interprets how the player is doing. Every time the player acts, the
mechanism takes the input and reacts accordingly. The game can then
give an appropriate feedback to the player, telling him if what he
did was good, bad or pointless.
Listing all the possible mechanisms
would be a tedious task and wouldn’t be of great pertinence in this
context. On the other hand, looking on how the player receives
feedback from those mechanisms and how can the player figure out how
they work is quite relevant.
In Space barnacle, the mechanisms
give a good amount of feedback to the player. The player will
always know if what he did within the virtual world had an impact.
Hitting an enemy will always result in a red flash and hitting an
object that is immune to our shot is also clear. Every time the
player acts, he will get a response from the game.
The
only cases where the player needs to have a bit more feedback is
when loosing health. The avatar animation is clear enough but it is
hard to tell exactly our current state. The health gage does not
attract our eyes enough when needed. Whenever the player’s health
changes, the health gauge should tell in a clearer way that
something has happened. For instance, making the bars flash before
disappearing or fall off screen would help. Of course, at this point
it’s really hard to tell since, as mentioned before, the gage needs
refinement. Another way of solving this problem would be to have
different states for the main characters that would reflect his
current state.
All in all, Space barnacle offers
enough feedback to the player to let him understand how to use all
the game’s mechanisms without puzzling his mind over them.
Flow
Taking the game as an application,
how well does each screen flow together? From the second the game is
loaded to the end of the game, are there some logical irregularities
from one screen to another? When waiting for those screen to be
displayed, is the loading time acceptable?
The flow of Space barnacle is very
fluid. Except for special cases, the overall application runs
smoothly. The flow is not as smooth as it could be in two cases. The
first one has been mentioned earlier. The in-game cut scenes break
the flow of the game and do not blend with the rest of the
application. Modifying them to have the information they give
in-game instead of being placed in another screen would truly help.
The second case is when the player wins. After the ending, the
player cannot return to the main menu. The player is then stuck at
the end of the flow, unable to restart the game. The game should
link back to the menu, or perhaps even the introductory scene, to
finish the loop.
The game doesn’t have any loading
time and the transition between game areas goes smoothly. Overall,
Space barnacle’s got a good flow.
Economics
What is the player working for in
Space barnacle? How is he rewarded? What does he looses? There are
two different economical elements found in the game: health and
upgrades.
The main economical element found in
Space barnacle is the avatar’s health. The player can easily loose
health by touching an enemy, an activated door-controlling machine
or a laser beam of any type. The player can also loose all of his
health by falling into a pit. Upon loosing all of the health points,
the avatar dies momentarily and the player will have to restart at
the beginning of the current area. The player has a limited amount
of health points he can possess. The player can also regain health
by destroying a door-controlling machine, which gives a yellow orb,
or by finding a “max health +1” orb. In both cases, the player will
need to fight to obtain those regenerations. The orbs are harder to
obtain since they are hidden and protected by enemies, traps and
locked doors but they replenish all of the player’s health and rises
by one point the maximum health limit. The health element is
valuable to the player since it is a lot easier to loose then to
replenish.
Health points are valuable but are
not as valuable as they can be. Since the player has no penalties
from loosing all of his health points besides restarting at the
beginning of an area, dying is not much of a threat. Also, since
dying replenishes all of the player’s health so, in most cases, the
player is better off dying than trying to survive. The best strategy
is to reach a new area before dying, jump into a pit and restart the
new found territory fresh as a daisy. This behavior causes all the
game’s challenges to be easy and pointless since the only stress a
player could have would be to die before getting to a new area. No
matter how hard the game may try to be, the player won’t care.
The next element in the game’s
economy is the upgrades the player can get along the way. There are
two different upgrades: the rock gun and the parachute. In both
cases, the player needs to work a lot to obtain those elements. The
player cannot loose those upgrades once acquired but that does not
mean that their values are low. In fact, it’s quite opposite.
Getting the upgrades is crucial to the game since they are mandatory
to progress toward the final area. These upgrades are great rewards
since the player cannot loose them and allow him to reach new areas
as well as unlocking new gameplay techniques. There is one little
problem with one of the upgrades. As mentioned earlier, the rock gun
allows the player to access new areas but does not enhance the
player’s power. It feels less valuable this way.
Overall, the economy of Space barnacle is undeveloped. The game
needs to find new economical ways to reward the player. In this
case, I believe more upgrades would be a good solution to fix this
issue. This way, the player will have more objects to search while
keeping a simple economical system. I do not believe that adding
more elements, such as armor or bullets, would help the game but
more ways to exchange the current elements would enhance the
player’s experience.
Ergonomics
It’s crucial for a game to be ergonomically polished. Good
ergonomics allows the player to focus on the most important thing of
all: gaming. When done poorly, the “software” side of a game will
ruin everything. A good game allows the player to adapt the
application to its liking so that he is comfortable when
experiencing what the game has to offer.
The
ergonomics of Space barnacle are weak. The game is too rigid and
does not adapt well to a player’s need. The first problem is that it
is impossible to resize the window. It is important to allow the
player to resize the window to his liking. Even if the game only
offers few fixed resolutions, the game will be easier to use.
Another problem is that the player cannot configure the game to
match his preference. The player cannot adjust the sound and music
volume, cannot remap the keys or use a joystick. As a matter a fact,
the player has no control over the settings of the game. It’s
important to let the player decides if he wants to hear or not the
cool chip tunes or sound effects the game features or to use or not
the default control scheme.
When using game platforms with established standards, such as
windows, it is primordial to follow its rules. The player will
expect certain behaviors from certain actions and if the game
doesn’t act in a similar way as the platform, the player will be
irritated. For example, the ESC key in windows always means Escape.
So, in the main menu, pressing this key shouldn’t bring the player
to the game screen, it should close the game.
Speaking of this topic, the game must always ask for a confirmation
before doing something crucial such as leaving. I always follow this
simple rule: whenever an action from the player will result in him
leaving the game or make him loose some kind of progress, the game
must ask for a confirmation. So, when saving, erasing, resetting,
exiting a game and exiting the application, the game has to ask the
player if that’s his true intention. The game cannot know when the
player miss-clicks or external factors press an undesired key. For
example, when using confirmations, if the player’s cat decides to
jump on the keyboard and lands on ESC, the player can answer “No” to
exiting the game and will not loose 3 hours of gaming.
In
the main menu, the player should always know what to do. Instead of
having the controls scroll across the screen, the game should simply
display them permanently.
The
game cries for pauses and a saving system. It’s important to allow
the player to take a break and stop playing when he feels to.
Including a save system shouldn’t be much of a problem since the
game has already a checkpoint structure. By allowing the player to
save and pause, the game can easily grow to great proportions
without irritating the player. Of course this direction means that
the game would need a saving and loading screen of some sort.
To
recapitulate, Space barnacle really needs to work on its ergonomics.
1-There is no
window resizing
2-ESC key
should always mean exit or cancel and should not make the player
progress.
3-The game
should feature confirmations when exiting the game and the
application
4-The main menu
needs to display the possible actions permanently
5-The game
needs a pause system as well as a way to save progress.
Accessibility
Strongly linked to the ergonomics, the game’s accessibility allows
players with restricted systems to enjoy the game. Can a player who
doesn’t have speakers play the game as well as one who does? Are the
important messages expressed in various ways so that all can
understand it no matter what?
Space barnacle is very accessible. If it were not from the fact that
a player cannot resize the window in order to see better, everything
would be fine. The game expresses all the important messages using
text, images and sound. All dialogues are written and there are
clear visual cues whenever the player acts within the game. All
in all, the game is quite accessible.
Stability
There’s nothing more frustrating
than having a game crash when playing. It’s the worst thing that can
happen to a player. Not only is he robbed from his fun but he is
brutally reminded that all that he has done was fake, fixed, encoded.
And on top of that, the message that explains him what happened
makes him feel like a moron because it’s simply unintelligible.
That’s why a game has to be extremely stable.
Space barnacle has not crashed while
I played. I tried numerous times but the game kept on running
smoothly. Well, almost. Although it never crashed, the game is
heavily bugged. I have found many wonky behaviors in the game but
luckily, none of them was nasty enough to trash the experience.
The game will need a good clean up
but the situation is not critical, especially knowing that the
development was somewhat rushed. I have listed a few bugs along with
some comments at the end of this grind.
Conclusion
So
there you go! Space barnacle is an interesting title full of
potential but still needs a lot of work. The game is emotionally
un-involving, the immersion and continuity is frequently broken,
there is a lack of motivational elements for the player, there are
flaws in the intuitivism of the game, many exploration elements are
weak, the ergonomics are jagged and the game has many bugs.
Nevertheless, the game shows great stability and accessibility and
is still very fun to play, The controls are responsive and the
artistic direction taken is interesting and well crafted. The game
is still at its early stage so it is normal to have many issues to
deal with. Team doomlaser has a lot of work to do but at least they
have something good in their hands and they are building on good
framework.
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