A Vlambeer Round for Everyone

POV: DESIGN.  DIFFICULTY 3.  LEVEL 7 - 1 POV: DESIGN.  DIFFICULTY 3.  LEVEL 7 – 1

Part 1 – Part 2 – Part 3 – Part 4 – Part 5 – Part 6

Our series on the Vlambeer Scale of quality has certainly taught us a lot about game design. Here at Design Oriented our goal is to have better conversations about games not just between us, but with you as well. So while we think it’s great that you’ve followed along so far, it’s time for your participation. It’s a lot easier and more fun that you might think.

Amazing art by Paul Lombard Amazing art by Paul Lombard

Step 1: Pick a game. Got a favorite? If you are a developer for a game don’t be afraid to apply the scale to your own work.

Step 2: Find a video of the game. Find a section of the video that’s a good representative slice of the gameplay experience. You may have to rely on knowledge of the game that is not in the video footage. That’s perfectly acceptable.

Step 3: Fill out this Vlambeer Scale questionnaire we designed. The results will be searchable and open to the public.

Step 4: Share the news with us, friends, or fellow designers, developers, and critics. Twitter is good: #VlambeerScore.

BONUS: What would you add to the  31 tricks already on the Vlambeer Scale?

Hold My Vlambeer

POV: DESIGNER.  DIFFICULTY 2.  LEVEL 5 - 1 POV: DESIGNER.  DIFFICULTY 2.  LEVEL 5 – 1

Mike: This Vlambeer series has shown us how we can develop a critical metric from conception to application. It required us to go chin-deep in the details of over a dozen games. What has this effort taught you about the process of digging into the details of games?

Richard: One thing that I like about the Vlambeer Scale of Quality is that it’s a series of 31 questions, most of which are easy to answer. You don’t have to be a game designer to recognize if a game has screen shake or faster enemies. These are the kind of details that are relevant to players. Does the game have camera lerp, on the other hand, is a question that the average gamer might have to research before answering. Marcus, what were some of the trickiest Vlambeer Scale questions to answer?

Marcus: Creating a distinction between very similar questions was the trickiest thing in creating the scale. There are essentially two entries named “more enemies”. Listening to the original talk closely, I finally settled on making one entry a question about the density of enemies and the other about level progression (do more enemies show up later to provide additional challenge).

Richard: Ah. Good point. I think I had to think carefully about the 3 questions of permanence (#12, 21, 30). It’s pretty helpful that you added helper text for each question. Sometimes when working with the Vlambeer Scale I got the feeling that I was struggling to find a fitting example for the category. I had to make a judgement call of how many enemies qualified for “more enemies.” The whole experience of scoring a game is a great mental exercise that got me thinking in very specific ways about very specific parts of games.

Hold my Vlambeer while I transport this nuke.  Hold my Vlambeer while I transport this nuke.

Marcus: At first I was worried about making some of the questions more abstract so that games without guns for example could have a chance of scoring points on the more gun-specific questions. My thinking was “I know this game has good game feel. It can’t score so low!” But then I realized the distinction between game feel and Vlambeer game feel.

Richard: Yup. The scale is a system of measuring the Vlambeericality of games. We have to score a game fairly first, and then compare the results to what we think the score should be. When we started this series, we got feedback from some who were confident that the scale was useless. They argued that the scale isn’t universal and that it doesn’t apply to all kinds of games. They didn’t understand that the limitation of the scale is the reason why it’s good. It’s neat to consider that there’s some universal theory of game design that can be applied to all games, but that’s not what we’re going for with the Vlambeer Scale: it’s an organized way of seeing how other games measure up to one company’s unique style.

Marcus: That’s right. Game feel is such a nebulous term anyway. It’s mostly used as a offhanded way to talk about a game after there is nothing left to say. To actually start out with game feel as a way to say something about a game before anything else is a small triumph I think. Doing so means we can have a design conversation and zoom in to the details immediately.

Hold my Vlambeer while I jump over this fire pit. Hold my Vlambeer while I jump over this fire pit.

Mike: It’s important to note that the value of a measure isn’t so much about how closely it hews to some ideal objective metric of quality or inherent “goodness” of games. The process of carefully analyzing a game through a regimented approach is, in itself, extremely useful and a skill worth practicing. Analyzing game design is subject to so many subtle and not-so-subtle biases–having a set approach, even if it’s somewhat arbitrary, can help against temptations to play to the home crowd and cheerlead for a game just because it’s a classic or because you happen to like it.

It’s easy to cheerlead when you’re trying to assess something as deeply subjective and personalized as a player’s perception of game feel. The Vlambeer Scale helps us cut through some of that, even if it isn’t perfectly fair to games that, say, don’t happen to involve guns and bullets.

Richard:  Game feel is a strange topic. The elements of game feel can be extremely obvious (screen shake) or incredibly subtle (milliseconds of sleep on enemy death). It’s both style and substance: an artistic technique and a collection of seemingly-arbitrary tips. We often talk about it with concrete details, yet it’s one of those “you know it when you see it” kind of topics. Because it has a large style component, many tacitly concede that achieving good game feel is at least partially luck-based or an art that cannot be taught. For all these reasons, the art of game feel is a perfect analogy to the art of game design.

“With diligence and luck, you’ve got a game that feels great.” ~ Steve Swink:

“[understanding the fundamentals] is going to be completely different for every type of game. And I’m not sure that be Shigeru Miyamoto is particularly useful advice.” ~Mark Brown.  

Hold my Vlambeer while I take out this basic enemy with my golden gun.  Hold my Vlambeer while I take out this basic enemy with my golden gun.

Marcus: The Vlambeer Scale of Quality : Game feel :: _________ : Game design?

Richard: Super Mario Maker : Game design? I think that answer works. Nintendo has always made my favorite platformers. But the Nintendo-Mario style is just one way to achieve greatness. It would be unproductive to compare every new platformer against the “Super Mario Bros.3 Scale”. Comparing games is a good way to highlight their differences, but eventually as critics and fans and designers, we have to be able to see how games can do things differently. So Super Mario Maker for the Nintendo Wii U may be a great way to engage in the design style of Super Mario Bros., but it isn’t meant to be an instruction book for all other types of games. For example, how does the design of Super Mario Bros. help you think about the design of strategy games, Mike?  

I know that the term game feel is most commonly applied to 2D action games, but do you think the Vlambeer Scale is useful for a game like Final Fantasy Tactics (FFT)?

Mike: It’s tempting to say that  the Vlambeer Scale is not useful at all in analyzing FFT since a turn-based tactical game is about as far as you can get from an action game. But I think the Vlambeer scale is definitely useful here. The game doesn’t need to specifically be giving the player feedback on how they’re jumping and moving and shooting in real time in order for it to have a Vlambeerian feedback system. Good game feel in a turn-based game can be the difference between a mechanical, bland-feeling experience and an exciting experience. FFT has screen shake and knockback on critical hits, animations for being hit by attacks, elaborate and exaggerated animations for powerful attacks, and dynamic camera movement to accentuate important moments. The game doesn’t score highly on the scale (for instance, there are guns but bullets don’t show up on screen at all!) but it uses many of the tips and tricks embodied by the scale to make the player connect more viscerally to what’s happening to their characters on the battlefield. For that, I’m grateful. It certainly contributes to my enjoyment of the game, as much as I’d like to claim that I can detach myself from these purely superficial details and focus on pure strategy!

Richard: FFT has critical knockback! How interesting! I’m sure we can have a whole conversation about turning off animation in games like Fire Emblem and Advance Wars, but let’s wrap up this Vlambeer game feel topic.

Even if you think that game feel is just a buzzword, the process that we modeled in this series is important. By taking the scale seriously and doing the detailed work, I know how useful the Vlambeer Scale of Quality really is. And this isn’t as simple as a “yes, the scale is great” or a “no, it’s useless.” Getting more out of games as a player, being a more diverse designer, and writing more effective critique all require me to have more cups than just “good” versus “bad.” Ideally, I’d have a cup for every kind of style, and player, and designer, and effect that games can achieve. That’s the tricky part. Understanding game design isn’t about cramming everything into 2 good/bad cups or even a 100 cups. It’s about being open and ready to create more cups as needed.

Mike: Although it’s called game feel, we can more than just feel it: we can know it’s there without actually playing the game ourselves, and it’s all because we carefully broke down a talk by a game feel master into a metric, then carefully applied it. At first I was a skeptic of the usefulness of the Vlambeer Scale, but I’ve been converted after reading what the Super Terrell Brothers have had to say. I hope we can use this style of analysis to build other metrics and turn yet more feel into knowledge.

Richard: Right! Design Oriented is about moving in a better direction, to a place where we can have better conversations about games and game design. Engaging with game design is more analogous to sightseeing than participating in a court proceeding. We’re primarily interested in exploring ideas and execution. Likewise, I like the Vlambeer cup metaphor because it reinforces the idea that with game design and the style developers express through their design, we take, sip, drink, and eventually put down the cocktails of creators. And if you try to take too many drinks at once, merging them into one giant punch bowl, you’ll miss out on the individual flavor combinations… and probably end up drunk.

Non-Vlambeer Games Scored

POV: DESIGNER.  DIFFICULTY 3.  LEVEL 4 - 1 POV: DESIGNER.  DIFFICULTY 3.  LEVEL 4 – 1

Previously, we applied the Vlambeer Scale of Quality to Vlambeer’s games. It turns out Vlambeer has been slowly increasing the score for their character action games over time, and Nuclear Throne has earned the highest score of all the games we’ve scored! To get a better idea of how effective the Vlambeer Scale of Quality is for measuring game feel, we have to apply it to non-Vlambeer games.

Games series that date back to the NES era tend to have lower Vlambeer Scores.

Super Mario Bros. series

  • Super Mario Bros. : 13
  • Super Mario World : 14
  • New Super Mario Bros. U : 16
  • Super Mario 3D World : 14

From 1985 to 2013 the Vlambeer Score, and therefore the look and feel, of these Mario platformers has stayed relatively stable. In fact, the scores are more consistent than with Vlambeer’s games. This is likely the result of a very conscious effort from Mario’s developers.

“Of course, when we were making Super Mario Bros. 3, it was important to add in lots of new elements, but I also think Super Mario Bros. has stayed popular precisely because we have preserved the original foundation.”  ~ Tezuka Iwata Asks

Screen Shake: The POW Block was first introduced in Mario Bros. (1983), which is the first example of screen shake in the series and, from what we can tell, in all video games. The POW Block was introduced into the side scrolling games with Super Mario Bros. 2, but was surprisingly absent from the 2D Mario platformers from then until the New Super Mario Bros. series 2006. Screen shake is often used when large enemies crash into the ground. (e.g. Super Mario Bros. 3 final Bowser battle)

Gif from Scroll Back by Itay Keren Gif from Scroll Back by Itay Keren

Camera Lerp: The 2D Mario platformers use the camera design that was established in Super Mario Bros. for the NES. The camera keeps Mario oriented slightly off center so players can see what’s up ahead. The camera will also accelerate to catch up to Mario when he speeds up. Camera lerp is used to smooth out the motion of the camera view. See Reblog: Scroll Back by Itay Keren for more details on camera design and terms.

Enemy Count: Since Super Mario Bros., 2D Mario platformers’ challenges are a balance of overcoming level elements and and enemy elements. Enemies are mostly used as a dynamic obstacle while not being the focus. In other words, Mario gameplay is primarily about moving and jumping not enemy combat. Mario games generally don’t ramp up the enemy count as the main way to increase the challenge for players. There are a few notable levels in each game that feature many more enemies than normal. Examples from New Super Mario Bros. Wii include 1-4, 4-1, 7-Tower, 7-6.

Faster Enemies: The fastest horizontally traveling enemy element in a Mario game is typically a kicked Koopa shell. Most Mario enemies move at a brisk walking pace. Mario enemies don’t amp up in speed as a means of increasing challenge. This is mostly because Mario’s challenge comes from the layered design combining level and enemy elements. Because enemies also interact with the level in dynamic ways (falling off platforms, destroying platforms, etc.) it works best to keep their movement relatively slow in order to give players time to react and plan their actions.

Mega Man series

  • Mega Man 2 : 9
  • Mega Man X : 14
  • Mega Man Zero: 17
  • Mega Man Powered Up : 12
  • Mighty No. 9 : 10

Mega Man, unlike Mario, has underwent various reboots and reinventions, tailoring the main character of the series to suit each generation of consoles and players. As his appearance changed from classic 1960’s classic anime, to radical 90’s humanoid, to Ghost In The Shell-like cyborg, Mega Man’s game design also adopted the trends of the times. While Mega Man classic can only power walk, Mega Man X and Zero can dash and wall jump, mechanics that turn a steady march through robot baddies into a kinetic romp. Mega Man can only shoot. When Zero entered the series he featured his Z-Saber melee attacks along with the Capcom game feel technique of hit pause [sleep]. Every new power and movement mechanic made these games faster and more diverse while increasing the visual flare.

As the Mega Man series grew its Vlambeer score increased. It is interesting to note that Mega Man Powered Up and Mighty No. 9 are throwbacks to classic Mega Man games and scored lower because of the homage. Mega Man Powered Up for PSP translates the 8-bit Mega Man style as cute “chibi” 3D models while keeping the gameplay as close to the 8-bit games as possible. Mighty No. 9 features a new character, new mechanics, and a new graphical style, however the gameplay looks like a mix between classic Mega Man and Mega Man X.

Various Games:

Richard says: A big take away from our examination of the Vlambeer Scale for game feel is that some points convey the Vlambeer style more than others. Lots of games have permanence, sleep, hit animations, and other effects from the Vlambeer Scale. But it’s the bigger bullets, more enemies, explosions, camera lerp, and screen shake that most effectively give a game that Vlambeer game feel.

Every game has its own style. 3D games in particular achieve their game feel differently from 2D games. Bloodborne and Splatoon both scored a 19 on the Vlambeer Scale. 3D games use many of the same game feel techniques but they don’t “feel” the same. Getting 3D cameras to work well for 3D games is incredibly difficult that often requires so much fine tuning that elements like screen shake and large (explosive) special effects are kept to a minimum.

Below are the points from the Vlambeer Scale of Quality that I feel are the most important to feature in a 2D action game in order of importance with a priority on creating good gameplay.

  1. Basic Sound and Animation. If your game doesn’t have these, then it’s probably not a 2D action video game.
  2. Impact Effects are important for communicating to the player what happens to projectiles and moving objects when they interact with other objects. This effect is usually a small pop, spark, mark that appears when bullets collide with enemies or walls.
  3. Lower Enemy HP works well in action games because the lower HP correlates with fewer actions needed to take the enemy out. The fewer the actions, the better players can mentally keep track of their damage over time because the value is well within our short term memory capacity. A common trope of boss design is the 3-hit-KO.
  4. Strafing comes in many different varieties. I love strafing in action games because it creates an asymmetric relationship between offense and movement. Being able to move and shoot at the same time at maximum effectiveness allows for simple solutions. Simply move well and shoot well. When offense comes at the expense of movement more interesting choices have to be made because there is a tradeoff between both types of actions.
  5. Sleep along with impact effects are very important for communicating to the player exactly when interactions take place. Impact effects alone are good for projectile interactions, but for certain collisions, like melee attacks, localized “hit pause” or global “sleep” is incredibly effective at communicating when collisions occur and seeing how the hitboxes overlap.
  6. Hit Animation are specific effects and animations played for when two game elements interact. The more complex the interacting elements, the more specific hit animations help communicate the game actions to the player. Look very carefully at a fighting game like Street Fighter, weak, medium, and strong hits cause characters to recoil with different animations. Also, fiery and electric attacks have a unique hit animation. The classic and perhaps most common type of hit animation is when elements flash a color (usually white).
  7. Bigger Bullets. Making informed decisions while playing an action game requires the game to communicate its actions well and also to have fewer actions on the screen to consider. Along with lower enemy HP, bigger bullets help players keep track of how many projectiles they launch. This design tip applies to melee attacks and other kinds of actions. It’s important to be able to count each individual action and potentially see the result of each.

Vlambeer Scale on Vlambeer Games

POV: DESIGNER.  DIFFICULTY 3.  LEVEL 3 - 1 POV: DESIGNER.  DIFFICULTY 3.  LEVEL 3 – 1

It’s time for the judge to be judged. We’ve nearly come to the end of our Vlambeer Scale article series. So far we’ve used the Vlambeer Scale of Quality to measure the Vlambeerian game feel of Ridiculous Fishing, Ninja Fishing, and an upcoming indie game called Downwell. Now the question is how do Vlambeer’s games measure up?

The following is a list of Vlambeer’s games in chronological order and some of the points from the Vlambeer Scale of Quality that each game does not have.

Super Crate Box

Muzzle Flash, Impact Effects, Enemy Knockback, No level of permanence, Lerp (no camera manipulation at all), Sleep (only for katana), Strafing Muzzle Flash, Impact Effects, Enemy Knockback, No level of permanence, Lerp (no camera manipulation at all), Sleep (only for katana), Strafing

Serious Sam: The Random Encounter

Enemy Knockback, Level 2 and 3 permanence, Player knockback, Sleep, Gun delay, Camera kick, Meaning Enemy Knockback, Level 2 and 3 permanence, Player knockback, Sleep, Gun delay, Camera kick, Meaning

Ridiculous Fishing

Hit Animation, Player Knockback (guy is in a boat), Strafing Hit Animation, Player Knockback (guy is in a boat), Strafing

Luftrausers

Less Accuracy: No random spread with “Spread” weapon, Hit Animation,     Enemy Knockback, Player Knockback (you are a plane), More Bass Less Accuracy: No random spread with “Spread” weapon, Hit Animation,     Enemy Knockback, Player Knockback (you are a plane), More Bass

Nuclear Throne

    Random explosions, gun kickback, Player knockback     Random explosions, gun kickback, Player knockback

Marcus says:

  • Nuclear Throne The highest scored Vlambeer title with a 28 out of 31. It’s also the highest game of all the games we’ve scored!
  • Not every game has guns to fire to create camera kick or recoil. Some games seem to start off not even being able to to achieve a perfect Vlambeer Scale score. However, with a little creativity “gun based” elements of game feel can be applied to just about any action. Just look at what Death Note does to the action of writing down names on a piece of paper.
  • Player Knockback is only in Vlambeer’s first game Super Crate Box. In general, player knockback makes platforming gameplay more difficult. Most players want to push ahead when they get hurt like in Mario, rather than worry about how they will be pushed back like in Mega Man. Likewise, they want their gunshots to not affect their positioning.
  • Nuclear Throne is the only game with 3 distinct levels of permanence: bodies, bullet casings, and level destruction.
  • The element of “meaning” is in every Vlambeer game but the first two. Perhaps this is a lesson they picked up as they continued to create games. Whether from thematic setting or bits of story, a little meaning goes a long way.
  • Luftrausers embraces common tropes of flying combat games, which weakens its score.
    • With the most complex movement out of all the games, Luftrausers is about balancing moving with dodging and aiming.
    • To match the style of shmups, the bullets travel the slowest compared to the other Vlambeer games. Also, there is no random player bullet spread.
    • Luftrausers does not feature a heavy bass component. Keeping the soundscape in a higher register makes Luftrausers sound more like old arcade games.
  • The three avatar-based shooting games scored higher.
  • Serious Sam is the only game with “random” explosions. The random explosions come from firing into a large mob of enemies and hitting the “bomb” guy.
  • The three games with strafing achieve it in three different ways.
    • Strafing in the only MOVE mechanic in Serious Sam as the player characters are always running on their heels up and down the right side of the screen.
    • Strafing in Nuclear Throne is possible because the aiming is independent of a character’s movement.
    • Strafing in Luftrausers happens due to the inertial systems when the nose goes one way and the tail the other.

Richard says: back in 2010, I wrote a blog post on Super Crate Box on Critical-Gaming. Here are three points I made. Key words are bolded and Vlambeer terms are added in brackets where appropriate:

  • …because of the high game speed, it’s more difficult to judge the hitboxes and other interactions in the game. Sometimes I thought that I dodged an enemy, but I died. Other times I survived without being able to see how. And because the game doesn’t pause [sleep] (even slightly) when you die (like in Super Mario Bros or DKCR), sometimes the exact cause of your death is mysterious. Or my difficulty in understanding the interactions could be due to the way the hitboxes are designed. Either way, I feel that something should be tweaked.
  • [Super Crate Box has] excellently tuned weapons with an excellent coverage of the design space. Nice sound effects and unique feel created by screen shaking and other visual effects.
  • The 3 enemies and their speed upgrades [faster enemies] create just enough contrary motion that layers together nicely to create varied challenges.

Looks like the game feel of Super Crate Box is an important part of the experience and an important talking point. After all, I wrote this 5 years before we started the Vlambeer Scale of Quality here at Design Oriented.

Reblog: Descend Into Chaos

Downwell

By Ojiro : website

Feedback
Feedback

Richard Says: I see this game has the Shop Lift and Die system where players can steal from or attack shopkeepers to incur their wrath (1m30s). This game looks neat. It’s got some serious game feel going on. It also combines SHMUP and platformer gameplay like one of my favorites, Bangai-O Spirits for the Nintendo DS. I’m a bit concerned that the clarity of the action is lost among all the screen shake, bullet barrages, and bouncing red pickups. In the video it’s hard to tell what’s friend, foe, or foundation (fancy word for a platform. I had to go for the alliteration bonus).

Mechanics
Mechanics

I love me some stop-and-pop gameplay. Any time a game creates an asymmetrical relationship between movement and attacking, I give a tiny head nod in its direction. When you shoot in Downwell, your character hovers. Also, it looks like you can only shoot down. What a great way to accentuate the downward motion and platforming gameplay. Basically, you have to jump over things to shoot them. And when you shoot, you move differently. This design makes gameplay more engaging and more challenging. As the late, great R.O.B 64 once said… “good luck.”

Marcus says: This Polygon video of Downwell mentions Vlambeer multiple times. It turns out Downwell scored a 20 on the Vlambeer Scale of Quality, which is tied with some of the most Vlabeerian games we’ve scored so far. Could you tell just by looking at it?  

Just Shapes & Beats

by Berzerk Studio

Systems / Rules
Systems / Rules

Marcus Says: Last week I looked at some SHMUP (shoot em ups) bullet patterns for sale in the Unity Asset Store. Before I only saw patternless sprays of bullets in many SHMUPs. Now I can see that games like Just Shapes & Beats feature bullets in patterns of circles, 3-way, and a lot of random bullet spreads. Unlike most SHMUPs, I think most of the bullets in this game are a random. The website refers to these random bullets as “chaos.” I wonder if the titular “beats” will bring order to the gameplay or get lost in the chaos.

Richard Says: Mixing ordered (patterned bullets) with random spreads is a cool way to go. Reminds me of Ikaruga on Medium or Hard mode. Just Shapes and Beats may have too many bullets on screen to appreciate the blend of these two SHMUP bullet types. I’m most curious how the music-rhythm aspect may give the player a unique layer of feedback to better navigate the chaos.

Vlambeer Scale of Quality

POV: DESIGNER.  DIFFICULTY 3.  LEVEL 1 - 1 POV: DESIGNER.  DIFFICULTY 3.  LEVEL 1 – 1

At the 2013 INDIGO Classes, Jan Willen Nijman detailed Vlambeer’s tricks for creating better game feel, which is essentially how the play experience and game information hits the player, which is the result of precise details and minor tweaks. In the Talk, Jan took a game with bad game feel and applied each of his 31 tricks step-by-step until the game had what he considered to be good game feel. Some of the tricks are simply visual changes while others address actual gameplay mechanics. The 31 tips are general, genre specific, and the result of a refined personal style from this odd and idiosyncratic indie developer.

Below I have organized the tricks to create The Vlambeer Scale of Game Feel.  Jan’s category names are on the left, and I’ve added my notes on the right. Simply add these simple tricks and you’re game will have great game feel too… maybe. In the meantime, keep a look about for The Vlambeer Scale of Game Feel seal. When the seal is applied to a game, the score is calculated based on the number of tricks it implements. The higher the rating the more Vlambeer-ian (Vlambiric, Vlambeeo?) the games feel.

 

  1. Basic Sound and Animation – Is it entertaining?
  2. Lower Enemy HP – Is 3 shots the magic number?
  3. Higher Rate of Fire – Increase frequency of core player actions.
  4. More Enemies – Parade (large groups) of enemies
  5. Bigger Bullets – Make bullets Mega Man “lemon” big.
  6. Muzzle Flash – Make the first frame of bullet sprites a white circle.
  7. Faster Bullets – Make Bullets 5 times faster than the player. Or make bullets move half the length of the screen in half a second.
  8. Less Accuracy – Random bullet spread
  9. Impact Effects – Animated “pop” when a bullet hits a wall or an enemy.
  10. Hit Animation – Enemy flashes white when hit
  11. Enemy Knockback – Enemy gets pushed back when shot
  12. Permanence – Leave dead bodies on the ground. Have destructible environment.
  13. Camera Lerp – Camera slightly lags behind the player movement
  14. Camera Position – Position camera to highlight the focus of the game.
  15. Screen Shake – Small shake of the screen when the gun fires
  16. Player Knockback – Player is pushed backwards when firing forwards.
  17. Sleep – A slight pause to the game state when hits connect with targets. (hit pause)
  18. Gun Delay – Gun animates independently from player sprite/model.
  19. Gun Kickback – Animation flourish.
  20. Strafing – Rules that tie moving and shooting together (like stop-and-pop gameplay)
  21. More Permanence – Leave bullet casings on the floor (find at least 3 examples)
  22. More Bass – Gives the gun more kick. (audio design)
  23. Super Machinegun – Have a machinegun (or a supercharged version of core mechanic)
  24. Random Explosions – 33% chance that enemies explode on death hurting other enemies.
  25. Faster Enemies – Compensate for random explosions to increase difficulty.
  26. More Enemies – Compensate for increased fire power.
  27. Higher Rate of Fire – Compensate for increased enemies.
  28. Camera Kick – In addition to the shake, jerk the camera moves in the opposite direction of the fire.
  29. Bigger Explosions – Because bigger is better
  30. Even More Permanence – Smoke from the explosion lingers
  31. Meaning – Have a purpose for the action