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Level Up.pdf

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352 LEVEL 12 The Nuts and Bolts of Mechanics<br />

• Add new elements with each progression. Progression doesn ’ t mean<br />

every level: it can be a grouping of levels. Progression can represent a<br />

major element like a new weapon or enemy or minor like a change in an<br />

enemy ’ s movement pattern or bonus modifier. Even a different<br />

background art, sound effect, or song keeps the game from getting stale<br />

or repetitive.<br />

• Consider limiting the minigame ’ s controls to only a few buttons. Assign<br />

only one action per button or control stick to keep control schemes simple.<br />

• If possible, allow for player customization. The web - based minigame<br />

<strong>Up</strong>grade Complete (Kongregate, 2009) allows the player to upgrade<br />

EVERYTHING, including the player ’ s ship, the background graphics, and<br />

even the copyright screen!<br />

• How does your minigame end? Does it have an end? Make sure the<br />

victory condition is clear to the player. Some games can be played<br />

“ forever ” — or at least until the kill screen appears.<br />

Minigames don ’ t even need to be segregated from the core game. The<br />

platformer/puzzle game Henry Hatsworth in the Puzzling Adventure (EA<br />

Games, 2009) and the RPG/puzzle game Puzzle Quest (D3, 2007) combine<br />

two styles of gameplay; platforming and puzzle. If you do this in your own<br />

game, just make sure you allow time for the player to make a “ brain shift ”<br />

between the two gaming styles; give them a second to reorient themselves<br />

with a “ ready ” screen or pause in the action.<br />

And finally, when you ’ ve run out of all other creative ideas of minigames and<br />

puzzles, you can always resort to “ Whack- A - Mole. ”

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