Game Analysis: Right Click To Necromance.

Summary

  • I chose Right Click To Necromance, because I think this game have a very interesting idea, but don’t get enough content.

Game Play Analysis

Formal Elements
The Basics
Name of the gameRight Click To Necromance (RCTN)
The platformWindows
Time played (should be at least 30 minutes)3 Hour
If you could work on this game (change it), what would you change and why?Add more contents like troops (archer, more infantry, catapult, etc. etc.) drops(invincible for troops in an amount of time, speed up, higher attack rate, etc. etc.), and more maps
PlayersNOTES
How many players are supported?1
Does it need to be an exact number?yes
How does this affect play?no the game is an offline game and is sigel-player
Some types of player frameworks:Single Player – like Solitare.Head-to-head – 1 vs. 1, Chess.PvE – Player vs. Environment, or multiple players vs. the game. Common in MMOs like World of Warcraft.One against Many – Single-player vs. multiple (obvy).Free-for-all – Every man for himself (1 vs. 1 vs. 1 vs. 1..). Most common for multiplayer games, from Monopoly to Modern Warfare.Individuals Against the System – Like Blackjack, where the Dealer is playing against multiple players, but those players have no effect on each other.Team Competition – Multiple vs. multiple, i.e. sports.Predator-prey – Players form a circle and everyone’s goal is to attack the player on their left and defend themselves from the player on their right.Five-pointed Star – Eliminate both players who are not on either side of you.
Objectives/GoalsNOTES
What are the players trying to do?Troops acquisition
Some common objectives include:Capture/Destroy – Eliminate all your opponents pieces (Chess).Territorial Acquisition – Control as much territory as you can, not necessarily harming other players (RISK).Collection – Collect a certain number of objects throughout the game (Pokemon).Solve – Solve a puzzle or crime (Clue).Chase/race/escape – Anything where you are running towards or away from something (playground game Tag).Spatial Alignment – Anything involving the positioning of elements (Tetris or Tic-Tac-Toe or that game at Cracker Barrel).Build – Advance your characters or build your resources to a certain point (The Sims).Negation of another goal – The game ends if you perform an act that is forbidden by the rules (Jenga or Twister).
Rules/Mechanicsattack troops that’s weaker/lesser than you, the enemy you killed get add into your troops if all of their swarm got kill. [There are 6 different type of troops that you can kill and necromance/assimilate (infantry lv1, infantry lv2, infantry lv3, mage, small golem, and the monster that will lead you to your doom BIG GOLEM.)] You lose if there are no more troops left
There are three categories of (what the book Rules of Play calls) operational rules: Setup – the things you do at the beginning of a game. Progression of Play – what happens during the game. Resolution – How an outcome is determined based on the game state.
ControlsNOTES
What controls are used?right click to necromance/assimilate, and left click to move your swarm around
Was there a clear introductory tutorial?Yes at the very start.
Were they easy to understand or did you find yourself spamming the controller?Very (there are 2 controller)
Resources & Resource ManagementNOTES
What kinds of resources do players control?troops
How are they maintained during play?kill to get more, be killed to have less
What is their role?to keep the player away from game over
A resource is everything under the control of a single player. Could be the money in Monopoly or health in WoW. Other examples are:Territory in RISK The number of questions remaining in 20 Questions Objects picked up during videogames (guns, health packs, etc.)Time (game time, real-time, or both)Known information (like suspects in Clue)
Game StateNOTES
How much information in the game state is visible to the player?Total information
A snapshot of the game at a single point is the game state. The resources you have, the un-owned properties in Monopoly, your opponent’s Archery skill all count towards the game state. Some example information structures are:Total Information – Nothing is hidden, like Chess.Info per player – Your hand of cards is only visible to you.One player has privileged info – Like a Dungeon Master.The game hides info from all players – Like Clue, where no one knows the victory condition.Fog of War – In video games, where certain sections of the map are concealed if you do not have a unit in sight range of that area. You also cannot see other players’ screens, so each player is unaware of the other’s information.
SequencingNOTES
In what order do players take their actions?real time
How does play flow from one action to another?real time
Some structures include:Turn-based – Standard board game technique.Turn-based with simultaneous play – where everyone takes their turn at the same time (like writing something down or putting a card down in War).Real-time – Actions happen as fast as players can make them. Action-based video games.Turn-based and time limits – You have this long to take your turn.
Player Interaction
Some examples:Direct Conflict – I attack you.Negotiation – If you support me here, I’ll help you there.Trading – I’ll give you this for that.Information Sharing – If you go there, I’m warning you, a trap will go off.direct conflict
Theme & NarrativeNOTES
Does it have an actual story structure?No
Is it based on a historical event (or similar)?No
Does the theme or narrative help you know how to play?Yes
Does it have emotional impacts?No
Also, look for en media res (does it start in the middle of the game)?No
The Elements in MotionNOTES
How do the different elements interact?together smoothly and tightly
What is the gameplay like?boring but addictive
Is it effective?yes if you don’t got anything else to do
Are there any points where the design choices break down?No
Design CritiqueNOTES
Why did the designer make these particular choices?I don’t know
Why this set of resources?I don’t know
What if they made different decisions?I don’t know
Does the design break down at any point?No
Graphics & SoundNOTES
Does the game art pair well with the mechanics?Yes
Did you find any bugs or glitches?No
What about sound?The sound is great until you got more than 20 troops it get real chaotic
Can you spot any technical shortcuts?No
Various Stages of the GameNOTES
To wrap up, some things to keep in mind (as if there aren’t enough already) as you play:Don’t attack the BIG GOLEM, and the gameplay will be infinite unless you get distract
What challenges do you face, and how do you overcome them?I keep attack the BIG GOLEM over and over again and it lead to game over really fast until I have a thought that I should have long ago “Just don’t attack it” the game drag on for an hour
Is the game fair?yes
Is it replayable? Are there multiple paths to victory or optional rules that can change the experience?yes, no
What is the intended audience?5+
What is the core, the one thing you do over and over, and is it fun?kill and assimilate

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