Duo Yu’s Games游戏
Last Bridge
Unity 3d prototype game
2024
"Last Bridge" is a prototype Unity 2D game without a defined theme, primarily focusing on mechanics and game flow.
“Last Bridge”是一款 Unity 2D 游戏原型,没有限定的主题,主要聚焦于机制和游戏流程。
Play the game on Itch.io.
~contact me for download link error~
Core Statement: The game centers on an intense, level-based horror experience tailored for two primary audiences: horror enthusiasts who enjoy films and games, and indie game players seeking unique, innovative mechanics.
核心陈述:游戏围绕一个强节奏、关卡制的恐怖体验展开,针对两类主要受众:喜欢电影和游戏的恐怖爱好者,以及追求独特创新机制的独立游戏玩家。
The core gameplay goal is to challenge players to make fast decisions under pressure, with shooting and survival forming the core of the player experience. My target player thrives on intensity and enjoys strategizing in environments where every choice matters.
核心玩法目标是让玩家在压力下快速做出决策,射击与生存构成玩家体验的核心。我设定的目标玩家喜欢高强度体验,乐于在每一步选择都至关重要的环境中进行策略规划。
Main mechanic: Players navigate levels from a third-person perspective by creating one-time-use bridges to cross areas filled with enemies. Enemies attack when a bridge exists but ignore the player once it's destroyed, requiring players to balance speed and caution to progress.
主要机制:玩家以第三人称视角在关卡中穿行,通过制造一次性使用的桥梁来越过充满敌人的区域。当桥梁存在时敌人会发动攻击,一旦桥梁被摧毁敌人就会无视玩家,这就要求玩家在速度和谨慎之间取得平衡才能推进。
Research and Ideation:
I analyzed level-based horror games, noting that repeated deaths reduced fear over time. To counter this, I added unpredictable enemy attacks and evolving threats, using environmental design like color and layout to evoke tension and guide players effectively.
我分析了关卡式恐怖游戏,注意到反复死亡会随时间降低恐惧感。针对这一点,我加入了不可预测的敌人攻击和不断升级的威胁,并利用色彩和布局等环境设计来营造紧张感,同时有效引导玩家。
Prototyping and Design Pillars:
With the target audience and experience goals in mind, I established three core design pillars:
结合目标受众和体验目标,我确立了三大核心设计支柱:
- Decision-Making: Players must weigh speed against safety when creating and destroying bridges. 决策制定:玩家在建造和拆除桥梁时,必须在速度与安全之间做出权衡。
- Level-Based Progression: Each level becomes progressively harder, challenging players to adapt their strategies in familiar yet increasingly dangerous environments. 关卡递进:每个关卡难度逐步提升,迫使玩家在熟悉却又日益危险的环境中调整策略。
- Horror with Clarity: While evoking fear, the game should still provide clear guidance using color-coded cues to ensure smooth progression and avoid unnecessary frustration. 清晰化的恐怖体验:在唤起恐惧感的同时,游戏依然要通过色彩编码的提示提供清晰引导,以确保流程顺畅,避免不必要的挫败感。
Playtesting and Feedback:
Through three rounds of playtesting, I refined key aspects of the game:
- Game Flow: Players liked the one-time-use bridge concept but found progression repetitive. I addressed this by varying enemy behaviors, adding surprise attacks, and introducing moving platforms for freshness.
- Color Guidance: A color-coded system clarified gameplay and enhanced the horror theme: red blocks for rest zones, purple for unstable platforms, and black for start and end points.
- Surprise Elements: An “empty map” ambush was especially effective, keeping players alert and breaking predictability.
玩家测试与反馈:
通过三轮玩家测试,我对游戏的关键方面进行了打磨:
- 游戏流程:玩家喜欢一次性桥梁的概念,但觉得体验重复。我通过丰富敌人行为、加入突袭攻击、引入移动平台来带来新鲜感。
- 色彩引导:一套色彩编码系统明确了玩法并强化了恐怖主题:红色方块表示休息区,紫色表示不稳定平台,黑色表示起点和终点。
- 惊喜元素:“空地图”伏击效果特别好,让玩家始终保持警觉,打破可预测性。
Iteration and Refinement:
Based on feedback, I iterated on key mechanics and added depth:
- Game Flow Adjustments: I redesigned the levels to ensure that each level features unique terrain, enhancing the sense of freshness.
- Shooting System: I modified the shooting mechanics by using lasers, as third-person shooting is much harder to control compared to first-person shooting. Lasers serve as a more precise alternative.
- Improved Controls: Movement and interaction systems were refined for smoother gameplay, ensuring that challenges arose from strategic decisions rather than clunky controls.
迭代与打磨:
基于反馈,我对核心机制进行了迭代并增加深度:
- 游戏流程调整:重新设计关卡,确保每个关卡都有独特的地形,增强新鲜感。
- 射击系统:改用激光来调整射击机制,因为相比第一人称射击,第三人称射击操控难度更大,激光是更精准的替代方案。
- 操控优化:优化了移动和交互系统,使操作更加流畅,确保挑战来自策略选择而非笨拙的操控。