My game (GEOM) is a platformer game with puzzle elements involved. The aim of the game is to get to your home planet after being thrown through a black hole, you do this by collecting fuel for your ship from various planets on your way. The games main hub screen is where you spend your fuel and pick which planets you want to go to, collecting more fuel to get closer to home. Choosing planets allows you to pick your own route, each planet has a difficulty rating and the estimated fuel that could be collected there, its a high risk high reward system. GEOM is a small space explorer for his species and has the ability to move land using telekinesis to aid him in collecting fuel and is the main protagonist. You have a limited number of life’s as you play through the game but they can be collected, more common on high risk planets but are rare to find. Once you have run out of life’s you are permanently dead and have to start again this adds re playability because you would be unlikely to complete the game first try and then the planets are randomly generated, this idea came from FTL (Faster Than Light).
Roger Caillois forms of play my game falls into are Agon, Alea and Mimicry. It falls into the Agon category as you are trying to complete the game and if you fail you will want to try and do better the next time which is a competitive element. The Alea side of the game would be that the main hub screen is randomly generated so each time you play you have different planets to explore and this could make the game easier or harder. It also goes into Mimicry as you play the role of GEOM and go through the game playing his story.
Looking at Mihaly Csikszentmihalyi flow diagram, I would think that the final version of my game would be able to induce flow in players due to the platform elements of it, its a popular type of game for a reason. The main hub screen of my game would put players into the control section of the flow diagram because there would be no time limit and lets players decide there next move, the simple controls of the platformer sections would also aid this. At some points in the game the players may feel anxiety if they only have a few life’s remaining because of the permanent death system. The main appealing elements of my game are the permanent death system, the different planets and the platformer gameplay.