![]() When the creature leapt at me, it then stuck me inside that rock. I was stood in a corner of the area, and had slightly clipped the camera into a rock. In the not-quite-combat section, I needed to get a creature to leap towards me. ![]() This encounter was also home to the only annoying bug I encountered. There is no on-screen injury or death – if you err on this section and get hit by the creature, the screen fades to black and you reappear at the start of the section. The Painted Plateau features the only section that could be loosely described as combat: more accurately, its based on avoiding a powerful creature. ![]() ![]() Bonus points for Maravilla here for being possibly the only game I’ve ever played with spiders that aren’t scary at all. Desert-based plants and creatures like cacti, lizards, and birds of prey prevail here. The final level – the Painted Plateau – contrasts with the previous two, as areas of withered grass and barren rocks suggest that trouble has come to the peaceful world. Here, there is a little more interaction with the focal creature, including a charming game of fetch, plus puzzles that gently build on the ones players solved in the first level. The second area, which really caught my attention, is the Glimmering River, a night-time zone with waterfalls, glowing rivers and crystal caves. This area introduces the player to all of the necessary mechanics moving, taking photos, picking up objects to solve puzzles, checking the book of stored photos, and checking the journal for clues about the creatures. The Singing Jungle is a vibrant and tropical area filled with colourful birds, gemstone-themed beetles, and climbable vines. This makes clear to players that the adventure will be fairly short, but more importantly, it sets the tone for the rest of the game by making clear upfront that Marina is not lost, abandoned, or in danger.Īfter landing on the shore, the first main area, the jungle, is just a short walk away. Now, armed with his camera and his detailed journal, she is visiting the area to see if her grandfather’s stories are true, and to share them with the world if they are true.ĭuring the introductory custscene, Marina is on a ship to the island, and at the start of the game she mentions that she will be picked up the next day. Marina has grown up listening to her grandfather’s stories of Maravilla Island, a magical-seeming place where he was once shipwrecked. For me, that environment took the game straight from ok to good, and guaranteed my interest in both finishing the game and writing a review of it.īeasts of Maravilla Island is a third-person snapshooter where you control Marina, a wildlife photographer. Its celestial blue-and-purple colour scheme, dotted with glowing plants and vibrant creatures, absolutely delivered on the feeling of awe and wonder that Maravilla aimed to create. ![]() I created a quick Figma clickthrough to communicate the new design changes to developers.After completing the first level, I felt that Beasts of Maravilla Island was fairly good yet not particularly memorable. I also decided to display the saved photos in a horizontal camera roll visual style for familiarity as it is commonly used in mobile photo designs. After the player has decided to save or discard the new photo, remind them that they can manually delete photos from their photobook at any point If the player chooses to delete an old photo, clearly label and display the old and new photos in a comparative layoutĤ. Immediately explain why the user has been moved from the camera mode into this flow to reduce confusionģ. Allow players to still take a photo even when they have no slots left so they do not miss out on an opportunityĢ. Requirements for the new photo replacement flow:ġ. The player would then be taken to a “new photo replacement flow” and prompted to discard the new photo or replace an existing one. In order for players to not miss out on opportune captures, allowing them to still photograph at “0” was required. ![]()
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