Risk Mitigation: Test More Random for Shell Ejection

This is the follow-up article about lens #16, the lens of risk mitigation from The Art of Game Design: A Book of Lenses written by Jesse Schell. If you buy books through the links in this article I will get a small commission for that.

I will play with the random factor for shell ejection, they currently look a bit like a waterfall as I only have random for the vertical component of the ejection force. So I tried to add as well random for the horizontal force. I will have to do this comparison for all my weapons that I want to use in the game.

For me, B looks a bit more vivid and a bit more out of control, actually exactly what I want to achieve. Anyway, I made a tweet but this time no feedback. I guess it doesn’t make a big difference. I go with a tiny bit more random and that’s it, looks more vivid.


I get a small commissions for purchases made through the following links, I only have books in this section which I bought myself and which I love. No bullshit.

Sneak Peek Of Our First Levels

We happily present you a sneak peek of our first couple of levels including failures.

The game gives instant feedback on failure and puts you at the beginning of the mini levels. It only needs little to get killed. The enemies are not very smart and shoot each other in the chaos of the battle.
It’s currently more feel-good gameplay than very challenging or surprising. The weapon and collecting ammo is the main mechanic in this simple platformer game. We would love to hear your opinion or maybe ideas about what kind of mechanics we could introduce.

Laughing While Shooting

The little hero starts to laugh when shooting a lot. It is bound to the number of rounds per second to make him start laughing, every weapon has his threshold. Or when he shoots two or more targets in a row.

It makes the game more fun.

I’m thinking of more little animations like the love it animation for picking up ammo. Currently, I’m thinking of a cursing animation, unfortunately, I can not use the hits I get because we die too easy and I don’t want to change that. He curses when he stucks somewhere maybe. Or when he struggles with something.