No hints, no combat tips, no short guides… Everything is to be learned through meaningful feedback. The feedback is meaningful in that it aims to teach the player without telling them, outright. They fit within the context of play, and keep from hindering the player. Even with all of these feedback methods congealing into different stimuli, they’re given to the player in an unobtrusive and diegetic way. It shows a fantastic understanding of how VFX and SFX relate to create impactful play. Getting hit gives the player heavy visual and auditory feedback that tells them that they definitely do not want that to happen again. This works the other way around as well, on a deeper level than just losing health points. Again, through animation, screenshake effects, and flashy visuals, the player is given clear feedback of whether or not an attack connected. The feedback is impactful in that any action that occurs with The Drifter can be “felt”, for lack of a better word. This type of design creates a smooth and refined game-feel for those who work with it and practice. Because of the animation times, players would do well to avoid button mashing, instead to respond when needed (like counting your sword swings, dashing after shooting, etc. If it ever feels unresponsive, that’s purposeful through the animation time, such as healing or some attacks (such as swinging the sword). The feedback is responsive in that the controls and inputs are quick and occur without lag. In short, it’s responsive, impactful, and meaningful. Moving right along, second, is Hyper Light Drifter’s Game-to-Player Feedback. unbreakable, what’s an environment piece, vs. In other words, there’s more clarity for the player to discern what’s tangible vs. In terms of UX purposes, what this accomplishes is a reduction of player confusion. Foliage swaying in the wind, water effects, falling leaves, the detail is there, as it should be, being a pixel art game in modern times. Their movements, attacks, idle animations, and other effects all look fleshed out and very detailed. And not just by The Drifter, but NPCs and enemies as well. Sword swings, dashes, weapon effects, even body language is conveyed to the player. There are many nuanced lighting and animation aspects with the sprites that offer descriptive and clear distinction. Ruling out the subjectivity of whether or not players even like this art-style, it is arguably very well done in terms of environment and sprite animations. I’ll only mention a few though.įirst off, the visual effects, art, and animation. Jumping straight into it, I’d like to discuss just some of the user experience design features that Heart Machine got right, and they got a lot right. Throughout the game, the player explores 4 regions, each with NPCs that describe the land’s history through colorful storyboards, and various enemies eager to cut you down without mercy. Hyper Light Drifter pays homage to 8-bit and 16-bit games, and draws heavy inspiration from classic Legend of Zelda and Diablo. Set in a futuristic, broken land, the player takes the role of The Drifter, a character that has access to technology long since forgotten by the inhabitants of the world, but is suffering from a terrible illness. Hyper Light Drifter is a 2D action role-playing game. ” If your interested in usability, playability, or user experience, stay a while and listen! You stopped by at a good time! I was just about to start a discussion on Heart Machine’s, “ Hyper Light Drifter. Hello, Traveler of the Web, and welcome to my humble blog tavern! A pleasure to have you here.
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