Emotional Goals - UQcsse3200/2024-studio-1 GitHub Wiki
General Emotional Goals
Themes and Messages
• Overall absurdist comedy setting (drunk with animals and caused animal escape) • There is no overarching message that underlies the game, as the game is meant to be short commitment, fast paced short burst variety entertainment. • The gameplay loop wants to instill a sense of anticipation for the story, the items and the levels • Sense of relief and accomplishment from clearing levels (rooms, levels etc)
Specific Emotional Goals
Room
For each new room, the player shall be looking forward to the new item/upgrade after its completion, as well as anticipation to what enemies are in the room and how to deal with them to minimize resource loss (health etc).
Level
Going to each new level should provide a new problem for the player to solve, creating more engaging gameplay leading to more varied encounters and more interest within the player.
End of game
Fighting the final boss should be tense, and when defeated, should lead to a large amount of happiness and relief, as well as anticipation to how the game shall end
Enemy
Each enemy encountered should cause slight apprehension about what the most optimal strategy to deal with that specific enemy. On the defeat of the enemy, there should be a sense of relief (possible item /exp drop (sound and visual) leading to small dopamine release).
Item
Each new item encountered will provide more options and choices (cognitive engagement), which can be taken if it augments the players’ experience as they see fit. Provides feelings of freedom and player agency within the game