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“Blastie Squid” has elements that push the player towards losing the game. Firstly, there are the randomly generated squid that come towards the player. The main goal of the game is to blast the squids before they come in contact with the player sprite, and while this seems easy to grasp at first, players must constantly go up against a barrage of enemies from all angles while moving the sprite with the mouse. In addition, players must use different keys to rotate the sprite, which allows the player to aim projectiles that take the squid down. The game anticipates the player's moves by having the enemy constantly follow the player and move closer to the player till the enemy achieves its goal. There seem to be more aspects of the game that are up against the player that make victory difficult, rather than “caring” for them. The only aspect that can really aid the player is the ability to move the sprite at any speed desired. Even the movement of the shooter seems to be against the player at first as it is difficult to control the rotational speed to properly aim at enemies while effectively dodging them. This is the only tool that can really help the player because more squid will continue to appear on the screen without a care for how much the player takes down beforehand. This makes dodging more and more difficult, further players fail to master the mechanisms behind the shooter. There are also no additional components that give players an incentive. All of these factors combine to make a solid gameplay.

Prompt 1: In the game Blastie Squid, the main uncertainty is the speed and generation position of the squid. For this randomness, the squid might generate outside of the screen, so the best strategy might be to stay at the center of the screen in order to avoid the squid that you cannot see. The move of the enemies is simple, they would not have random moves and direct moves to the player. So, it is easy to predict the movement of the enemy, but the number of squids will increase as your score become higher and it will be harder to avoid the increasing number of squid. The player should change the direction of the fire to reduce the number of squids on the screen to lower the difficulty of the game. The control of both fire direction by keyboard and the movement of the player requires the coordination of the right and left hands of the player. Also, the collision between the player box and the squid is hard to judge. I played this game many times but always lose the game because the collision size obvious is larger than the actual graph size of the player. I cannot read the code so I do not know how did the designer judge the collision in this game. Many times when I lose, the player block I controlled is at least 1 box side length to the squid. So I do not understand that whether there is a randomness of the collision size of the player box or the squid box.

Prompt 1: In this game, randomness will make the player uncertain of victory. The randomness is derived from where the enemies - which are squids -  will spawn from. They will almost always spawn from the edges of the map, making it ideal for the player to remain at the center of the play area so to avoid an enemy spawning right on top of them. However, this strategy also makes the game more difficult in the long run because the enemies will spawn at a higher frequency as time passes. Due to the higher spawn rate as time goes on, the player will find themselves perpetually surrounded by the squids, which then requires the player to have a quick reaction time in both avoiding them, as well as aiming/reorienting themselves so that they may shoot and eliminate the enemies as quickly as possible - for if the player does not try to take out the squids then they will soon find themselves entirely overrun because they will track the player and move to their position. On top of the gradually increasing spawn rate, the movement speed of all the enemies also gradually increases, which further enforces the need for quick reaction times from the player. If the player practices this skill, then, regardless of the uncertainty, they will still achieve a high score. As time passes and the player’s score increases, a feeling of tension arises; more and more enemies appear which also move faster and faster, requiring the player to continually scale their speed to match. As a result, late-game play is an intense and thrilling experience.