A player does not have to meet any particular objective in order to progress through the levels, they merely have to eat the red objects, however in doing this the player would miss the most rewarding aspect of the game. As a player eats other organisms the worm evolves, adding segments decoration and wings. Each time the game is played the worm evolves differently depending on which organisms are eaten when. The game is more about the journey than the destination; in this way it embodies Mihaly's principals of flow.
Enemies are placed at random throughout a level. As mentioned about levels are stacked, the next level can actually be seen ghosted below the players worm giving a glimpse of what is on the level below. Some levels have enemies, some enemies are very large, watching one swim under up on the level below can be ominous.

I am particularly interested in the subtle narratives that arise as the player navigates the levels and evolves their worm. Each time a player may choose to play the game different results are yielded. The fun comes from the game unfolding as it is played. These are aspects I want to embody in my thesis project.
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