<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:georss="http://www.georss.org/georss" xmlns:geo="http://www.w3.org/2003/01/geo/wgs84_pos#" xmlns:media="http://search.yahoo.com/mrss/"
		>
<channel>
	<title>Comments on: Putting Polish on Simple Games</title>
	<atom:link href="http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/</link>
	<description>Amateur game design for the technically impaired</description>
	<lastBuildDate>Thu, 10 Sep 2009 22:55:46 +0000</lastBuildDate>
	<generator>http://wordpress.com/</generator>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
		<item>
		<title>By: Alexwebmaster</title>
		<link>http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/#comment-117</link>
		<dc:creator>Alexwebmaster</dc:creator>
		<pubDate>Tue, 03 Mar 2009 12:16:38 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=67#comment-117</guid>
		<description>Hello webmaster 
I would like to share with you a link to your site 
write me here preonrelt@mail.ru</description>
		<content:encoded><![CDATA[<p>Hello webmaster<br />
I would like to share with you a link to your site<br />
write me here <a href="mailto:preonrelt@mail.ru">preonrelt@mail.ru</a></p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Entar</title>
		<link>http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/#comment-102</link>
		<dc:creator>Entar</dc:creator>
		<pubDate>Fri, 25 Apr 2008 03:45:08 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=67#comment-102</guid>
		<description>I think I agree with most of the stuff you&#039;re saying.  I&#039;m working on a casual game right now and I&#039;m getting to the stage where there is some polishing to be done.  More than once I&#039;ve come up with some idea that I think might add a little twist or spice to the game, but I decide in the end that it would either not be worth the trouble, or would not contribute to the player&#039;s gameplay experience at all, or worse yet, even make it worse by distracting him or otherwise making gameplay more difficult (bad controls difficult, not challenging difficult).</description>
		<content:encoded><![CDATA[<p>I think I agree with most of the stuff you&#8217;re saying.  I&#8217;m working on a casual game right now and I&#8217;m getting to the stage where there is some polishing to be done.  More than once I&#8217;ve come up with some idea that I think might add a little twist or spice to the game, but I decide in the end that it would either not be worth the trouble, or would not contribute to the player&#8217;s gameplay experience at all, or worse yet, even make it worse by distracting him or otherwise making gameplay more difficult (bad controls difficult, not challenging difficult).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: justindopiriak</title>
		<link>http://tyfp.wordpress.com/2008/03/31/putting-polish-on-simple-games/#comment-70</link>
		<dc:creator>justindopiriak</dc:creator>
		<pubDate>Mon, 31 Mar 2008 22:05:46 +0000</pubDate>
		<guid isPermaLink="false">http://tyfp.wordpress.com/?p=67#comment-70</guid>
		<description>I&#039;d actually like to throw in my own two cents here, since you brought up Polarity.

That gameplay mechanic is absolutely fantastic - a point which I don&#039;t think comes across in this commentary. You mentioned that the visual style falls short, and I certainly agree with that, but there&#039;s so much more to the game&#039;s flaws. In fact, other than that basic gameplay mechanic, I can&#039;t think of anything I like about it. 

The level design, for instance, is bland and the boss encounter is a joke. In gameplay terms, the encounter works as an introductory level fight, but I just can&#039;t look passed the fact that the enemy (whoever he is) has trapped you in a room that is clearly designed in such a way as to allow you to defeat him. This is done all the time in games, of course, but it&#039;s much less distracting and much more satisfying when the room is designed with the appearance of functionality. 

Instead of a big square room with conveniently placed magnets which can launch the enemies projectiles back at him along a conspicuous track, why not achieve the same effects within a believable scenario? Perhaps it is the enemy&#039;s firing range and his projectiles are supposed to be launched back? Perhaps, instead of tracks, there are exhaust pipes? With a more fleshed out premise to the game, making more realistic and compelling scenarios would be easier, but that&#039;s the general idea.

I really do love the magnet-inspired gameplay of Polarity and I can&#039;t express my disappointment enough at how much the rest falls short. We saw with Narbacular Drop that an innovative idea can be fostered into something spectacular (it became Portal); I hope something like that happens here.</description>
		<content:encoded><![CDATA[<p>I&#8217;d actually like to throw in my own two cents here, since you brought up Polarity.</p>
<p>That gameplay mechanic is absolutely fantastic &#8211; a point which I don&#8217;t think comes across in this commentary. You mentioned that the visual style falls short, and I certainly agree with that, but there&#8217;s so much more to the game&#8217;s flaws. In fact, other than that basic gameplay mechanic, I can&#8217;t think of anything I like about it. </p>
<p>The level design, for instance, is bland and the boss encounter is a joke. In gameplay terms, the encounter works as an introductory level fight, but I just can&#8217;t look passed the fact that the enemy (whoever he is) has trapped you in a room that is clearly designed in such a way as to allow you to defeat him. This is done all the time in games, of course, but it&#8217;s much less distracting and much more satisfying when the room is designed with the appearance of functionality. </p>
<p>Instead of a big square room with conveniently placed magnets which can launch the enemies projectiles back at him along a conspicuous track, why not achieve the same effects within a believable scenario? Perhaps it is the enemy&#8217;s firing range and his projectiles are supposed to be launched back? Perhaps, instead of tracks, there are exhaust pipes? With a more fleshed out premise to the game, making more realistic and compelling scenarios would be easier, but that&#8217;s the general idea.</p>
<p>I really do love the magnet-inspired gameplay of Polarity and I can&#8217;t express my disappointment enough at how much the rest falls short. We saw with Narbacular Drop that an innovative idea can be fostered into something spectacular (it became Portal); I hope something like that happens here.</p>
]]></content:encoded>
	</item>
</channel>
</rss>
