ve of enemies with own attack patterns. Although the game’s purpose/focus is simple in nature but progressively becomes quite deep and involving (in the hidden behind the curtains type of way) as you learn more about the specific turrets pros and cons against certain enemy types, the currency (money) to either use for upgrading current placed turrets or buy completely new turrets altogether and so forth. What I find interesting about this game is the way these rules are very obviously communicated to you as a player via interacting and engaging with enemy waves/patterns and there’s no misconception of what you have to do to overcome/defeat these enemies with their paper/scissors/stone damage aspect but that’s where the fun lies is preparing for these enemy waves trying to master and predict the pattern of the level.I find this game to be very addictive and engrossing as the game has clear defined rules making the experience feel very coherent and you feel never cheated by the game system itself, when you fail its always your own fault and you can clearly see where you went wrong, learning from it making you willing to try again with a fresh different approach. The game is actually pretty difficult but when you successful complete a level, it feels rewarding mastering and forecasting the enemy patterns which continuously force you adapt
What makes me wonder about a song like this, does the artist write the rhythm and beat first or do they write the lyrics first (context) and base the rhythm/sound around that? It doesn’t matter either way, but what I find interesting is how these two aspects fit together so seamlessly and looking at pixeljunk monsters, it’s done the same thing with it’s combined aspects of its game play of tower defence and the structure and flow of enemy waves introducing the player to a rhythm of patterns.
Its one of the few games which I play to directly engage with patterns for the achievement of mastering them like a shoot em’up I guess. As an industry I believe we are too hooked up on the contexts and themes which are our games explore rather exploring what patterns/lessons we can teach through our games
. Sure the context/theme is what makes games initially appealing for audiences as we all judge things at first glance although we all know that we shouldn’t but we do. With the underlying design towards the flow of patterns, games can be enjoyed despite the context by broader audiences, for an example with old retro games like “Pacman” or “Tetris”; does anyone question where the blocks come from? Or feel alienated by it’s concept? Did people have to have prior gaming knowledge to enjoy these games? People would argue that I have a groundless argument due to the fact that we are in a different era of gaming which has never been so successful with mainstream before but I think that these principles are as important as today as back in the day as I firmly believe games can be used to teach us as well as entertain us.Playing a game which puts me in the zone, feeling the flow and learning more and more as you keep exploring and experiencing the game is a wonderful feeling which in my eyes makes a rather beautiful game. Answering my question from previously what is my “price of entrance” to enjoy a game? A game which I can connect to that truly challenges and engages me for mastering and learning something, isn’t that what everyone wants from video games?
Jonesy




