Kindred

Overview: 

Digital games fundamentally bring forth an immerse sense of involvement, in which is designed to compel players to engage within the virtual environment; constrained by rules, objectives and decisions, players are to heavily involve themselves in order to achieve an ultimate goal or sense of accomplishment. The developed 2.5 digital game, 'Kindred' strictly adheres to the many core facets successful games integrate in producing a high quality game, addressing the factors of graphically appealing aesthetics, complete functionality, adequate game length, interaction, balance and ultimately reply value, offering a distinctively different game.

The game provides a highly unique premise derived from a multitude of successfully produced games, 'Ori and the Blind Forest' and 'Inside'. The player assumes the role of a fox, implicitly in search for their lost cub captured by hunters, whereby the universal objective of exploring to save a fox inherently challenges players to progressively solve puzzles. Designed for a single player to completely engross themselves in the virtual world to solve puzzles of up to 10 minutes of gameplay time , the game is constructed to become progressively difficult with puzzles cautioning players to carefully interact with the environment to advance further. As a result of the thoroughly delineated levels of the railway, coal mine to a warehouse, the levels allow players with gradually grow in problem solving, heeding attention to misplaced objects on each distinct environmental level. In essence, 'Kindred's primary unique selling point lies within its ability to produce a riveting side scrolling story, pulling players to participate in the story whilst simultaneously producing an aesthetically appealing game with merely low poly environments. In conjunction, the absence of AI enemies conventionally present in digital games are strayed away from in Kindred as the core mechanic of evoking players to dynamically interact with their environment, obstacles and unique objects providing an unconventional and notable experience to the audience.

As a 2.5dimensional game, it is certainly simplistic in its intuitive and low learning curve controls, patently a crucial factor in determining the initial impression and physical interaction of the game for players. The constrained controls of merely arrow keys, space bar and shift for movementsallows for players to direct their attention towards the level, puzzle solving and somewhat exploration in search of usable objects, hence bringing forth a sense of strategy, a certain degree of exploration and easily grasped storyline to follow through. Despite the core mechanics to dynamically interact with surrounding objects, the design of the game focuses to avoid repetitious and monotonous gameplay throughout the levels with the mixed nature of the puzzles constructed to suit the environment the player is situated. To exemplify, players are to use crates from the warehouse in order to use as a medium to jump towards higher platforms to progress, enabling players to build uponexperience from the initial level to use their knowledge to assemble avenues to the next level. With the omissions of AI and limited resource of utilities to use, fairness and balance are effectively addressed, allowing multiple attempts to complete a puzzle whilst, continuously challenging players to navigate throughout the level to achieve the core objective. Further expanding on brining unique challenges, the game additionally turns to time the players controls to land on certain certain objects and terrain to progress in the environment, evoking player determination to tackle the level using timely reflexes and reactions.

A heuristic approach in its strategic experience and heart warming perspective is well integrated in the players premise and setting as they are invited to emotionally connect with the characters journey to find its cub. Thus in summary, 'Kindred's' successful components is
demonstrated in its unequalled quality as a game in its attraction from the aesthetically appealing level designs varying distinctively in ambience, to its diverting interactions with the terrain, unraveling enjoyable experiences as it strays from orthodox 2D based games, differentiating considerably in its dramatic features of challenge, premise, story, character and decent play.
 

Subject: 
Introduction to Game Design
Session: 
Autumn
Creators: 
Alex Au
Cam Ha Chau
Aaron Chetcuti
Conant Feng
Harry Gatward
Natassja Sundara
Year: 
2017