Currently, this prototype is very funny. It's way funnier than most games that try to be funny, and even most full games that are popular for being funny. It seems that might not have been what you were originally going for, but it's worth considering embracing that direction and incorporating it into your vision somehow instead of trying to get rid of it, because it's genuinely unique.
Viewing post in Oudemiai's Bloody Forever - PROTOTYPE 0.05 jam comments
I see what you mean. I shouldn't reject the idea out of hand. It sure seems like it's a lot closer to being a funny ha-ha game than a serious action game.
But the problem, aside from my wounded pride, is that since I'm not trying to be funny, I don't really understand what people are laughing at. I seriously doubt I can do it reliably. Like, I've never heard of something that managed to be so bad it's good on purpose, y'know?
>I see what you mean. I shouldn't reject the idea out of hand. It sure seems like it's a lot closer to being a funny ha-ha game than a serious action game.
The two are not mutually exclusive.
>But the problem, aside from my wounded pride, is that since I'm not trying to be funny, I don't really understand what people are laughing at. I seriously doubt I can do it reliably.
There's nothing to be wounded about. And happy design accidents happen. Once it's there, you can look at what makes it good to try to understand it. Or really, here, I think all you need to do is develop the gameplay properly and model the game's aesthetics around the inherently over-the-top exaggeration it entails. Maybe something Jojo-ish?
>Like, I've never heard of something that managed to be so bad it's good on purpose, y'know?
IIRC Five Nights at Freddy's was made because the developer had been making games with models that were supposed to be appealing, but found by players to be off-putting
>The two are not mutually exclusive
Are they not? I think I'm back to the part where I don't really get what people are finding so funny. I get the impression it's mainly the silly/bad animations and lifeless characters, and I don't see how I could improve the quality without moving away from that kind of jank.
Like, I can't have the enemies menacingly t-pose at the player while also being lively, characterful and otherwise well animated.
>Or really, here, I think all you need to do is develop the gameplay properly and model the game's aesthetics around the inherently over-the-top exaggeration it entails.
I'm not sure what you mean.
>Five Night's at Freddy's
FNaF isn't trying to be so bad it's good, though, it's just trying its best to be good horror (I think, I've never played the games). Cawthon didn't try to make models that were trying to be appealing but failing for FNaF, he just tried to make them scary.
I'm also not sure what works for horror will work for comedy - when horror fails it can still be funny, but funny gone wrong is just awful.