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Jesús Pineda
Jesús Pineda

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Clunky Controls

Hey Gamers! 👾

As part of the Rapid Games Prototyping module, we are continuing our peer review series. Reviewing a game built in a single week always provides unique insights, and this week’s prototype was a fantastic lesson in the power of audio design.

Alien Abduction was the game I reviewed featured a highly creative premise centred around an alien abduction, tasking the player with getting a character out of their house from a completely fresh perspective. Having spoken directly with the developer, Allen, it was fascinating to see how the initial concept evolved into this final prototype.

The Power of Foley and Audio Feedback
My first impressions of the game were incredibly positive, entirely driven by the outstanding sound design. The developer implemented custom Foley (everyday sound effects added to media) that made the world feel tactile and responsive.

What impressed me the most was the dynamic audio feedback. Hitting the character against different walls or surfaces produced distinct, material-specific sounds. This level of detail is rare in a one-week game jam setting. The sounds were deeply satisfying, immersive, and fundamentally elevated the game's comedic tone. It proved that good audio doesn't just decorate a game; it defines the "Game Feel."

Controls: The Line Between Clunky and Comedic
The main area for constructive feedback lies in the control scheme. The inputs felt quite clunky and overly complicated, making it genuinely difficult to manoeuvre the character.

However, in the context of game design, this wasn't a total flaw. This mechanical friction actually resulted in Emergent Comedy. Struggling with the controls made the abduction scenario visually hilarious. While I would recommend refining the inputs to be slightly more intuitive to prevent player frustration, keeping a degree of that "clunkiness" could serve as a core feature rather than a bug, enhancing the game's unique identity.

Reflective Practice: Making It Personal
Playing this prototype and discussing its evolution with Allen profoundly impacted my perspective on game audio. Usually, I rely on royalty-free asset packs for my prototypes to save time. However, seeing how custom-recorded sounds gave this game such a distinct, personal touch was a revelation. It also challenged me to think beyond simple mechanics, incorporating dynamic systems like surface-specific collision sounds adds a layer of polish that transforms a basic prototype into a memorable experience.

See you next week for another update! 🛼🤟🏽

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