POOF'S KILLERGARTEN - Game go * Poof! * As requested, a game design and developer interpretation

Published on ● Video Link: https://www.youtube.com/watch?v=RCdawmTWKDc



Duration: 3:12:02
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4


Going further with the game.
1. Getting rekt in a 2 / 5 dungeon.
2. Frustrating enforced battles, sometimes undodgeable.
3. Made full team.
4. Interesting skill design and item usage for skills, rarely seen in RPG Maker games.
5. Beating a "fuzzbear" by the end, with insane HP and stats, and some skills don't seem to damage them. Gave my 5 Nights at Freddy's vibes.
6. Still mixed feelings, since my design theories goes against grind as a means to make game playable.
7. Progression in the game feels in different areas, yet in the beginner areas you still get spammed with the mobs that once were a challenge. Results in too much of a waste of time since you sometimes can't dodge their engage.
8. While not being able to save in the mini dungeons is an increased difficulty, I see that level 1 / 5 has 5 mobs per room, level 2 / 5 has 6. This means extra time and lack of save can lead to a huge frustration if game fails, power fails or whatever may interrupt the experience of the game.




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Tags:
Poof's Killergarten
game design analysis
game development analysis