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Cut the rope characters
Cut the rope characters












cut the rope characters

The sequel to Angry Birds was successfully soft-launched at that time, with its upgrading and card systems. However, there is a trend that still exists in the casual market of introducing some mainstream gaming elements to the casual audience. You may think it’s rather strange for our game type. Our choice between points 3 and 4 was determined by the second basis that we assumed – RPG.

cut the rope characters

In portrait orientation, the attractor could only lead Om Nom a very limited distance, especially if the two are not on the opposite sides of the screen horizontally. Another disadvantage is the short x-axis. So we can’t afford an object which is compulsory in each level and can occupy any part of the screen. The problem is that an attractor would certainly take up a certain amount of space that is always precious due to the small level size. The idea in point 2 never made it any further than the paper stage. In the end, only the walking functionality remained as one of his abilities. It was a very hard decision, but we took the new skill away from Om Nom. It also drew attention away from the ropes, the elements that created the initial fun. But every control type we tried inevitably led to creating an extra control dimension in addition to the previous taps and slides. Controlling Om Nom meant letting the player into the game world and thus made their connection with the game stronger. It broke the fourth wall of the original “game in the box”: where the player is rather an observer with quite limited influence on such a closed ecosystem.

cut the rope characters

It appeared that having Om Nom walk under the player’s direct control created a great emotional response. We prototyped several types of direct control to test the concept of point 1. Potions changing Om Nom’s characteristics in some way.Various additional abilities that Om Nom acquires as you progress.A certain object on each level attracting Om Nom and thus making him move.We considered several ways to stir up our lazy monster: So his potential agility became the first basis of the new game’s concept. As a living character, he already possessed lots of opportunities to modify the initial gameplay. One core message ran through each session – Om Nom should have even more freedom in his movement. To start with, we set up a number of brainstorming sessions within the company, concentrating either on mechanics or settings. The general principles of the game were based on these and later developed into the game system that you can see now. To begin with, we needed to come up with some new premises to base our game on.














Cut the rope characters