Eleventh Hour

I thought I’d write a bit just to clear up this game a little bit, the process and how it all went!

So first off the game was called ‘They Took Her’. Jay and I threw this together for the Mochimedia 60 second compeititon. We also tied up a sponsorship with Dan from Armorgames in a very short time too which was brilliant. I mean, probably the easiest and nicest person to work with ever. So in the competition, we actually placed first, which was brilliant! Couldn’t have asked for more.

We then decided to launch the game as it was in the competition. But to be honest, players weren’t really receptive at all to the 60 second challenge. The comments just get flooded with people complaining about how difficult the game was to complete (Totally understandable too, I’m not one for being pushed along but that was the rules of the competition so we went with it). So taking all the feedback into consideration we decided it’d be best to just relaunch the game.

Thus, ‘Eleventh Hour’ was born! After trawling through all the comments, it made sense that people hated the timer, it was a given, it was the bane of peoples lives! That really had to go. We tried to make it more playable to the general gamer instead of just a competition (We were gunning to win, what can I say! The build was for the competition, it served what it was for!).

  • After title screen just to set the scene in two lines of text ‘Your town is about to be bombed. You’re in the town bomb shelter waiting to meet your daughter for roll call.’
  • Widened hit boxes on some objects – Some players got a little frustrated at some of the hit boxes such as the wardrobe in your house, and a few of the key items and notes. So I just expanded them all, makes life easier! :)
  • Some zombie locations were changed – Some you could just walk through the door and shoot instantly (Mainly the house), it also happened in the Mayors office, but with the other two zombies behind it, it didn’t really make a difference if they were actually moved around.

So after those changes were made. I was left with the biggie. It was either a) remove the timer totally – however completely kill the challenge of the game (Which I didn’t like the idea of), or it was b) pause the timer when you pick up notes and slow the timer a little.

It’s a bit of a no brainer, I mean both of those options definitely kill the challenge of the game in my opinion. But people were just not receptive to the challenge anyway, so it’s nothing to lose (Even though I completely preferred the challenge, it meant something). So I decided to go with slowing a second down by 0.075 of a second to give the player more time since it’s what they complained about the most. I also paused the timer when you read notes, which I think is the biggest change in the build, as it allows players to read the story instead of being completely rushed along.

Overall, I’m really happy how the game turned out. I mean, it won the competition and it’s a good looking, fun game. So far, it’s not looking like it’s having a super great reception. But it’s looking like it due to it being a small game now. We definitely aim to expand on all this and create a larger exploration based action-RPG for sure! I mean who knows, could be later in the year. But it’s definitely something I want to do, I think this kind of game can be explored a lot more.

 

2 Comments

  1. Loved Eleventh Hour. So much story packed in such little time. If this was expanded it would easily be a hit.

  2. Thanks! Totally agree to be honest. I mean, this was a competition game, so we didn’t put weeks or months of work in to it. Jay and I definitely want to pursue the game and explore more on the initial game we made. Some kind of post apocalyptic, exploration based action-RPG. Plus, this set us up nicely for it! :)

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