What are the defining, integral, or unique gameplay mechanics of Metal Black?
Intro: Well?
-- What's up and playing?
-- Initial thoughts: what makes Metal Black Metal Black?
-- -- -- (design, mechanics, art)
Part 1: How does the Black Fly's main shot work?
-- What are the control mechanisms?
-- -- -- How do you (personally) make use of this? Like/dislike?
-- What are the interaction mechanisms?
-- -- -- What can it hit? What effect does a hit have on the target or on the shot?
-- -- -- What is the coverage of the shot? Does this passively favor or disfavor the player?
-- -- -- When is coverage knowledge actively rewarding?
-- What are the state (power-up/down) mechanisms?
-- -- -- What beneficial effects does powering up have? Are there detrimental effects?
-- -- -- Can you point to a place where you need to be conscious of power level?
-- -- -- Where is a point when the desire to power up or down is an active motivator of a gameplay decision?
Part 2: Why the hell is NewAlone?
-- How does NewAlone behave in the game implementation?
-- -- -- Describe a place where NewAlone is particularly important OR particularly unimportant.
-- -- -- How does it affect other elements by class?
-- -- -- How can its behavior be controlled?
-- Does NewAlone always play the same role?
-- -- -- Describe two disparate settings where it drives similar player gameplay.
-- -- -- Describe a setting in which its role changes.
-- Abstractly, NewAlone isn't an enemy, but it isn't entirely a friend either. What kind of element is it?
-- -- -- In the context of Metal Black, does it have any parallels?
-- -- -- Is there anything you'd compare it to outside of Metal Black?
Outro: What makes a man?
-- Thumbs up or thumbs down on the bonus game?
-- -- -- What's the point of bonus games anyway?
-- With all the shoot-em-ups in the world, tell me in one sentence why I need to play Metal Black.Statistics: Posted by Yourself — Mon Oct 12, 2015 12:50 am
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