Jason Rohrer’s new column at The Escapist.

Jason Rohrer has just started a new column at The Escapist called “Game Design Sketchbook”. Once a month, he’ll be making a prototype game, putting it up for download, and writing about it.

Here’s a link to this month’s column.

Perfectionism (small)

The first game is called “Perfectionism” (pictured above) and it’s very interesting. You can easily figure out how to play it from the game itself; you don’t need to read the article.

2 thoughts on “Jason Rohrer’s new column at The Escapist.”

  1. What I couldn’t figure out was how to end the game, although maybe that was sort of the point. (If it was, I wished he’d made exiting give you some kind of indication that you hadn’t missed anything else in it.)

    For that matter, when I went all the way back to the first level, the game stopped letting me go forward again.

  2. Sean — the game ends when the move counter (green number) reaches zero. At that time, you get a high score based on the yellow number.

    Not sure why the game stopped letting you go forward; if there were no arrows on a level that sounds like a bug.

    I do think your confusion points to a small issue I have with the game — I think a ‘high score game’ should usually strive to be quite a bit shorter than this game. This is so that (1) people more quickly see and understand the end-game — that they will end up on a high score chart, (2) so that people are more likely to say, ‘I have time to try that again and do better,’ and (3) so that the story of one ‘match’ can fit in memory, so that people will say, ‘I remember the times when I was suboptimal, if I play again I can try this and that and do better.’

    … although, the fact that I will only actually play the game once does match my perception of perfectionism. I’m left with my 108 standing atop a mountain of zeros, wondering, “so, did I do well?”

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