This doesn't actually look fun to play, but it looks interesting. It's a toy, that could maybe have a game built around it.
Stuff that might make it interesting off the top of my head:
- moving things for the 2D guy to avoid/collect
- moving things for the 3D viewpoint to avoid/collect
- switches for 2D to throw that remove obstructions for 3D, and vice-versa
- sometimes you having to move 2D and 3D at the same time
The biggest thing for me that I can't think of a workaround for offhand is the constant breaking of flow. The video shows you doing like 3 seconds of platforming followed by a context shift into 3 seconds of FPSing.
Hopefully the students behind this have thought of all of these things and many more. Because the idea of "running around imagining Megaman doing his thing across the walls" is a nice adaptation of a thing a lot of people probably did growing up.
Hah, both comments on mine mention Portal. I never played ND but Portal was a blast; we'll see if someone picks this team up and help them make this a full game the way Valve did with ND/Portal.
I really liked ND. There were some elements it had that I thought were cooler. Like the ability to shoot portals through portals if I remember correctly.
I think it can be extremely fun and challenging to play only if the levels are designed right. Angry birds doesn't look like it would be fun, but it's got a great engine and just as importantly it has challenging levels that clearly had a lot of thought put into each one.
When making a game with as much freedom as this, it's too easy to try to make the platform the game, rather than building a game on top of it. Portal is another great example, portal would get so boring after a few minutes if the level designers didn't do their job so well.
I could never get into Angry Birds but yeah, level design is a big part of ANY game. Portal is amazing in part because they tested the HELL out of it and put a LOT of effort into teaching you how to play the game - the tutorial doesn't end until you leave the fire pit, IMHO.
AB also ads a lot of things to the basic "you have a slingshot, knock stuff down" - there's different birds that act differently, different things to hit, etc. Start with one system that's fun to play with for a little while, add complications when it starts to get boring. Right now these folks have, I dunno, the first ten minutes of gameplay.
Stuff that might make it interesting off the top of my head:
- moving things for the 2D guy to avoid/collect - moving things for the 3D viewpoint to avoid/collect - switches for 2D to throw that remove obstructions for 3D, and vice-versa - sometimes you having to move 2D and 3D at the same time
The biggest thing for me that I can't think of a workaround for offhand is the constant breaking of flow. The video shows you doing like 3 seconds of platforming followed by a context shift into 3 seconds of FPSing.
Hopefully the students behind this have thought of all of these things and many more. Because the idea of "running around imagining Megaman doing his thing across the walls" is a nice adaptation of a thing a lot of people probably did growing up.