S Demonstrates interaction using arrow-keys. The familiar side-scroll game genre makes it quick to understand and learn without explicit instructions. The concept of driving a fish around is offbeat enough to be memorable and warrant a replay. The use of a shell for the exit is a nice example of 'affordance'. Uses a physics-based motion effect. Works technically.
W The link between the interactivity and the aphorism is obscure and hard to get. Is it that the difficulty of driving around is the hard work that pays off in the future ?
O Driving "into" the shell, rather than "behind", would make a more integrated exit transition. Catching the fish could be more rewarding.
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07/12/07
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S
Demonstrates interaction using arrow-keys.
The familiar side-scroll game genre makes it quick to understand and learn without explicit instructions.
The concept of driving a fish around is offbeat enough to be memorable and warrant a replay.
The use of a shell for the exit is a nice example of 'affordance'.
Uses a physics-based motion effect.
Works technically.
W
The link between the interactivity and the aphorism is obscure and hard to get. Is it that the difficulty of driving around is the hard work that pays off in the future ?
O
Driving "into" the shell, rather than "behind", would make a more integrated exit transition.
Catching the fish could be more rewarding.
T
The game itself is very derivative.