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Kaiju Kanvas is not designed to be a challenging experience. There are no real threats to the player's progression beyond the initial learning experience, the challenge comes from the arcade elements. Kaiju Kanvas is aimed at being a short burst pick-up and play game with a low skill ceiling, however this does not mean that seasoned gamers cannot become proficient in the game's mechanics, doing so will allow them to dominate the leaderboards and prove their superiority to other players.
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With the lack of a strong sense of conflict in the game, making it enjoyable to play in other areas is cruical. Strong visual feedback is fundamental to the gameplay loop of Kaiju Kanvas, the player needs to feel like they're doing well with unique and distinctive visual effects to add flair. Fruit Ninja by Halfbrick is a great example, although the gameplay loop is simple, there is a lot going on visually within the game that makes the player feel satisfied during gameplay. The responsive and simple controls of Fruit Ninja are also enjoyable to use, Kaiju Kanvas aims to also incorporate the same principles.
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With the lack of a strong sense of conflict in the game, making it enjoyable to play in other areas is crucial. Strong visual feedback is fundamental to the gameplay loop of Kaiju Kanvas, the player needs to feel like they are doing well with unique and distinctive visual effects to add flair. Fruit Ninja by Halfbrick is a notable example, although the gameplay loop is simple, there is a lot going on visually within the game that makes the player feel satisfied during gameplay. The responsive and simple controls of Fruit Ninja are also enjoyable to use, Kaiju Kanvas aims to also incorporate the same principles.
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**Fruit Ninja (2010)**
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{width="528" height="297"}
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\_Image obtained from \__https://play.google.com/store/apps/details?id=com.halfbrick.fruitninjafree&hl=en_GB&pli=1_
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_Image obtained from __https://play.google.com/store/apps/details?id=com.halfbrick.fruitninjafree&hl=en_GB&pli=1_
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# Play
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The gameplay elements of Kaiju Kanvas could appeal to a couple of different player type. The Competitor may find value in the arcade style gameplay, continually striving to improve their own high-score or even to best others. The Joker is also a player type which Kaiju Kanvas aims to please, the game should be fun for players looking for such an experience that isn't catering to a specific demographic. Finally, the Artist player type could find enjoyment in the gameplay loop as it the game is built upon the concept of painting, creativity and artistry. Although Kaiju Kanvas may appeal to players that it isn't necessarily targeting, Competitor, Joker and Artist are the three types that the game is being desgined towards.
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The gameplay elements of Kaiju Kanvas could appeal to a couple of different player types. The Competitor may find value in the arcade style gameplay, continually striving to improve their own high-score or even to best others. The Joker is also a player type which Kaiju Kanvas aims to please, the game should be fun for players looking for such an experience, that is not catering to a specific demographic. Finally, the Artist player type could find enjoyment in the gameplay loop as it the game is built upon the concept of painting, creativity and artistry. Although Kaiju Kanvas may appeal to players that it is not necessarily targeting, Competitor, Joker and Artist are the three types that the game is being designed towards.
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# Premise, Story & Dramatic Arc
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The premise of Kaiju Kanvas is about a dying planet Earth, drained of it's colour and slowly withering away. The player controls a struggling Kaiju artist, searching for a piece to call their magnum opus until they stumble upon Earth. This simple story setup is all that Kaiju Kanvas requires in terms of narrative as it's able to clearly set up the game's formal systems and character motivations, there is also some barebones emotional weighting such as the struggling artist and dying planet that players may empathise with. The game consists of a linear selection of levels which are all set up with the sprinkle of worldbuilding backstory given initially. A dramatic arc in this game doesn't really exist, outside of the backstory and eventual resolution there isn't any additional narrative/storytelling.
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The premise of Kaiju Kanvas is about a dying planet Earth, drained of it's colour and slowly withering away. The player controls a struggling Kaiju artist, searching for a piece to call their magnum opus, until they stumble upon Earth. This simple story setup is all that Kaiju Kanvas requires in terms of narrative as it's able to clearly set up the game's formal systems and character motivations, there is also some barebones emotional weighting such as the struggling artist and dying planet that players may empathise with. The game consists of a linear selection of levels which are all set up with the sprinkle of worldbuilding backstory given initially. A dramatic arc in this game doesn't really exist, outside of the backstory and eventual resolution there is not any additional narrative/storytelling, this is an aspect seen in quite a majority of arcade style games like Crazy Taxi because the focus is on the gameplay loop.
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**Crazy Taxi (1999)**
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{width=644 height=362}
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_Image obtained from __https://www.topgear.com/car-news/gaming/remembering-classic-games-crazy-taxi-1999_
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# Character & World
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Kaiju Kanvas features a unique character with Picassosaurus, and also an interesting take on a world-ending scenario. I personally do not know of any media involving a Kaiju who happens to be an Artist. I wanted the game to feel fresh and unlike anything else available in the current gaming scene. I was very inspired by [Keita Takahashi](https://en.wikipedia.org/wiki/Keita_Takahashi) who has designed games like Katamari Damacy and Wattam, both of which I think are weird and wonderful games which starkly stand out amongst the sea of other videogames, this is what I want to achieve with Kaiju Kanvas. I want Kaiju Kanvas to feature a cheerful and light-hearted tone, violent games are very common and I already think there is enough violence in the world so I personally wanted to design an experience in contrast to that. I always wondered what happened after the events of monster movies like Godzilla etc. How do they recover from such death and destruction? So I based my game around an alternative take on Kaiju media, creating a unique world and story setup without any violent themes.
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**Wattam (2019)**
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_Image obtained from __https://store.steampowered.com/app/702680/Wattam/_ |
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