Tuesday, September 5, 2017

Game Analysis - Momodora; Reverie Under The Moonlight



CORE MECHANIC

Momodora is an Indie Metroidvania 2D-platformer developed by Bombservice and published by Playism. Each enemy is unique in both it's fighting style and movement. The player must approach every enemy decisively. It becomes even more of a challenge when the player is faced with multiple enemies at a single location. This is all stitched together by the tight control mechanics that are placed on the character.

Enemies are cleverly scattered in a puzzle-like fashion. The player must learn the patterns of each enemy and navigate
 both the timing and space they are placed in.

GATING MECHANISM


This game has multiple gating mechanisms. Like other Metroidvania games, Momodora is based on exploration but can lock certain rooms/zones away from the player until they have obtained a certain skill or item. This usage of gating entices the player to backtrack places that have already been explored in an effort to make new discoveries that further help them progress in the game.

 Cat form transformation ability is needed to go in this crevice which is given later in the game. 

Another gating mechanism the player will run into is zone bosses. These bosses block the player's passage to the next zone, giving them a challenge above that of regular enemies.
First boss in the game. A barrier created on both sides which entrap the player into battle.

THE POSITIVE AND NEGATIVE FEEDBACK

Positive feedback comes from successfully dealing the final blow to an enemy. The screen shakes and the enemy flashes into small fragments of crystal shards.
Shards can be used as in-game currency

Negative feedback comes from the player losing health and dying.  This leads to a cutscene of the player's character tumbling and the screen turning black.
Taking Damage
Death Screen

PLAYER LEARNING

Momodora is challenging but doesn't leave the player completely out of the blue. The player starts out in Sacred Ordalia Grove and is given small hints in the HUD that doesn't disrupt the flow of the game. Enemies in the beginning are much easier as well as the platforming.
Example 1
Example 2

STORY INTEGRATION


The beginning of the game gives little clues towards the story. The player starts their journey with a guide saying this is as far as they can take them. The Sacred Ordalia Groves is said to be the least corrupted location in the game, offering a nice environment for the player to learn the mechanics of the game.

Items found later will give descriptions and insight on the game's lore and world. A lot is left in the dark for player and


Interaction with the NPCs flesh also help out the narrative and explain to the player whats going on in the world from the perspective of another character.







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