Value Curve Scores
Immediate Visual Readability
The game's core objective, player state, and immediate dangers are instantly understandable through visual cues alone, without text or tutorials.
Primary: 5
Secondary: 3
Tertiary: 2
New: 5
Preserve · Dominant: Primary · Persona Fit
Rationale: We had several issues in past games that the persona doesn't understand the game. They can control their character and give commands but they have a hard time understading what to do and why. E.g. Egg.io players can move, shoot but they don't understand the area coverage and the winning criteria.
Self-Generated Obstacle & Difficulty
Player success directly and visibly creates the primary obstacle and increases the challenge within the current run, making each decision more dangerous.
Primary: 4
Secondary: 0
Tertiary: 2
New: 4
Preserve · Dominant: Primary · Retention
Rationale: Conflict is very clear and inevitable, also doesn't create any sense of injustice or frustration when they lose (i lost because i am good).
Frequent Run-Based Upgrades
Players receive frequent, impactful upgrade choices during a run that significantly alter gameplay and strategy for that specific session.
Primary: 2
Secondary: 4
Tertiary: 3
New: 4
Raise · Dominant: Secondary · Persona Fit
Rationale: The frequent sentiment of progression is important and this makes it frequent and very visible. This will be created using the simple Upgrades sytem we already have in Unity projects - almost no coding.
Visually Satisfying Collection & Progression Feedback
Collecting items and progressing through gates is accompanied by immediate, energetic, and visually spectacular feedback (e.g., bright effects, beat-synced explosions).
Primary: 1
Secondary: 3
Tertiary: 4
New: 3
Raise · Dominant: Tertiary · Persona Fit
Rationale: The game builds on top of snake mechanics but with visuals of pac-man 256 that is more modern, unique and tailored to a younger audience.
Short, Self-Contained Room Challenges
Gameplay is structured into distinct, quickly completable rooms or segments, each presenting a clear, immediate objective.
Primary: 3
Secondary: 4
Tertiary: 2
New: 4
Raise · Dominant: Secondary · Persona Fit
Rationale: easy to understand challenges is essential for the persona. we had several issues with readability of the context in other games.
Clear Short-Term Goals & Milestones
The game constantly presents players with easily identifiable, achievable short-term objectives (e.g., 'open the next gate,' 'clear one more room').
Primary: 2
Secondary: 3
Tertiary: 2
New: 4
Raise · Dominant: Primary · Retention
Rationale: Bite-sized goals gives that "just one more" sense because it feels like it can be done in a few seconds / minutes. Longer goals make the player pause when he knows it will take too long.