Jetpackers is a collaborative action game about navigating spaces. Set in a side-scroller environment, Jetpackers asks two players to help each other move through dangerous levels by using their jetpacks as well as by shooting each other. Getting shot by a friend gives you a boost, allowing you to reach zones that were previously unreachable. While Jetpackers is about cooperation, it’s also about precise movement. Analyzing it from a game designer’s point of view, it’s about creating very tight, balanced controls. It’s about pursing a mechanically-sound movement structure where the player feels like her actions affect the game exactly as they should. It’s about making the player feel like she is not fighting against the movement of her character, but using it as a tool to fight against the environment.
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Five Questions I Would Ask The Perfect Guest Critic
1. How do you feel about the character movement physics? Would you change the jetpack thrust and gravity physics? Would you change the horizontal movement physics?
2. What would you do about player “death?” When the player hits an enemy or a spike, what do you think should happen to her? Should there be check points? Should the player be sent back to the last platform where she stood? If I do the latter, how do I deal with the player being hit by an enemy when she’s standing on a platform?
3. How would you deal with the problem that both players can time their shots perfectly so they go up forever? Should a player who just got hit with a boost shot not be able to take another shot for X frames?
4. While I have many ideas for how to turn this into a single-player game, I would love to hear more ideas.
5. Are there any tips on platformer programming, especially when it comes to cheap collision detection and dealing with things like moving platforms and scrolling?
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- Jetpackers is a collaborative game about navigating digital spaces.
- Three big findings:
- People often play around without being given a goal. In the long-run, it would be interesting to make playful levels that allow players to explore without explicit goals.
- While the fuel limit is interesting and important to the game, it’s also good to have areas with no fuel limit. Once I created those, it opened the game up to a very different style of gameplay.
- People often want to mess with each other, even when you tell them they are playing a coop game. Even though it wasn’t my original design goal for this game, I should consider creating levels in which people compete with each other. In these levels, you would want to shoot the other player to mess up her flight path.
- Three differences from prior art:
- Shooting each other as a collaborative mechanic (prior art: most shooting games, such as Contra)
- Limited fuel jetpack flight (prior art: Jetpack)
- Analog jetpack controls (prior art: most jetpack games, such as Jetpack)
The hardest part of this exercise was trying to come up with enough ideas that I might actually want to implement. The ideas I came up with often seemed too far-fetched at first, but then they would then slowly get molded into ideas that I either liked or at least found interested/funny enough to want to create. The easiest part, as I just mentioned, was finishing up the ideas.
My two favorite concepts are the minimalist baseball game and the cold war installation game. They are both projects that I could see myself creating; projects that I think I actually believe I have the expertise to do well.
My least favorite concepts are the Needy Buddy and the fridge scale. They are both semi-jokish concepts that I don’t know if I could create very well.