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Thursday, November 7, 2013

The best Courtesy call test chamber...

Hey, I'm back into game design again. This time it's Portal 2, instead of Gamestar Mechanic. I'm back to the 5 elements of game design though.

Today, I want to look at room 2 of test chamber 6, and analyze it's space, components, rules, mechanics, and goals.

Space:

I was immediately drawn to this test chamber because it's big and vast and tall, unlike most of the previous spaces. Like previous spaces in this level, it is partially collapsed and ruined. The ever-present announcer continues to give encouragement as part of the eerie soundtrack. 

Components:

This early in the game, I have a portal gun, but it only shoots blue portals. I have to rely on statically placed orange portals to get around. I also have angled panels and portable walls to work with in solving the puzzle.

Rules:

The rules are I can't shoot portals onto black walls, and the laws of momentum are conserved through portals.

Mechanics:

The core mechanic of this test chamber is, of course, solving. The other mechanic at work in this test is jumping... so much fun. Yay for long fall boots!

Goals:

In addition to getting the cube on the button, I would say my other goal is to get out of this creepy place.

Good work, Future starter

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