The simple algorithm that each character had caused a different outcome to be played out each time. Our algorithm was also very vague in parts (e.g. "take the shortest path" does not give precise instructions on how to derive this shortest path) and this led to variances between the players, and between trials.
The algorithm felt mechanical at times, as the movement speed was fixed to tiles. In addition, the lack of obstacles led to a few straight-line chases, but this was reduced by the looping mechanic introduced in trial 3, as well as the curved shape of the Number Garden.
Content Rating
Is this a good/useful/informative piece of content to include in the project? Have your say!
You must login before you can post a comment. .