An action adventure game where Kratos throws and recalls an axe.
Gcreator of Game Maker's Toolkit testWhy is it so hard to make game design decisions? (Developing 3)
Gcreator of Game Maker's Toolkit testThe Genius of Prey's Gloo Cannon
Gcreator of Game Maker's Toolkit testHow Level Design Can Tell a StoryGod of War shows up in three design lessons, none with numbers. Its axe returns instantly, so a mechanic's side effects can reshape pacing. The axe also serves many jobs, so players never put it away: give a signature tool several uses. Narrowing paths, fog and then release convey panic and relief, so shape space to carry emotion.
From Game Maker's Toolkit
Kratos' axe returns to his hand instantly when recalled. Game Maker's Toolkit cites the axe as a model for recalling a thrown tool without delay. Because it comes straight back, the player never has to stop, walk over and pick it up.
Mark Brown set it beside the cap in Super Mario Odyssey while working on Mind Over Magnet's throwable magnet. Without instant recall, he said, "you have to babysit this magnet, it really slows down your progression through the world." The axe's recall was an awkward fit for his 2D game, which has magnetic surfaces.
The Leviathan Axe does so many jobs that players never put it away. Game Maker's Toolkit says Kratos' axe serves so many purposes that the player keeps it equipped. It makes the same point about Mario's cap in Super Mario Odyssey.
The comparison comes from a video on Prey's Gloo cannon, which freezes enemies, plugs hazards, moves heavy objects and builds climbing routes. The lesson drawn is that one signature tool with several distinct jobs stays on quick-select.
God of War uses narrowing space and fog to make Kratos' panic felt. When Atreus runs off, the paths narrow, dead ends force backtracking and thick grey fog cuts visibility. A final squeeze between rocks slows Kratos down.
The pressure then lifts: "the world opens up, the fog lifts, and colour returns." That release tells the player the stranger is no threat. Game Maker's Toolkit's lesson is to constrict space and visibility, then release it, so the player shares the character's tension and relief.
Its axe returns to the player's hand instantly, a comparison for magnet recall that clashes with a 2D magnetic game.
Kratos' axe returns to his hand instantly when recalled. Game Maker's Toolkit cites the axe as a model for recalling a thrown tool without delay. Because it comes straight back, the player never has to stop, walk over and pick it up.
Mark Brown set it beside the cap in Super Mario Odyssey while working on Mind Over Magnet's throwable magnet. Without instant recall, he said, "you have to babysit this magnet, it really slows down your progression through the world." The axe's recall was an awkward fit for his 2D game, which has magnetic surfaces.
Kratos' Leviathan Axe serves so many purposes that players never put it away, as with the Gloo cannon.
The Leviathan Axe does so many jobs that players never put it away. Game Maker's Toolkit says Kratos' axe serves so many purposes that the player keeps it equipped. It makes the same point about Mario's cap in Super Mario Odyssey.
The comparison comes from a video on Prey's Gloo cannon, which freezes enemies, plugs hazards, moves heavy objects and builds climbing routes. The lesson drawn is that one signature tool with several distinct jobs stays on quick-select.
When Atreus runs off, narrow paths, dead ends and grey fog build panic. Then the fog lifts and colour returns, signalling the stranger is no threat.
God of War uses narrowing space and fog to make Kratos' panic felt. When Atreus runs off, the paths narrow, dead ends force backtracking and thick grey fog cuts visibility. A final squeeze between rocks slows Kratos down.
The pressure then lifts: "the world opens up, the fog lifts, and colour returns." That release tells the player the stranger is no threat. Game Maker's Toolkit's lesson is to constrict space and visibility, then release it, so the player shares the character's tension and relief.
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