The main issues of the existing Antlion game include the high amount of uncertainty. It only creates frustration and leaves players feel disconnected and unengaged as the game offers little room for players to take control on minimize uncertainty. It doesn’t inspire continuation of the game or trying out the other difficulty levels as players have to rely on luck to traverse the game board and are unable to strategize or develop a systematic method to reach the goal safely.
The process of the old game is simple yet tedious because of the notifications that slowly pop up after each time players complete their move. Furthermore, during this time, the ant flashes to indicate that it has moved to a new spot and hasn’t quite “decided” whether it is a spot for a landslide yet. This makes the dynamics of the game slow because the game code has to process each state individually and figure out whether the player hit a trigger for a landslide. There are also no perceivable consequences for players because they have no idea whether the move that they make will result in a landslide or not, due to the uncertainty of the game. There is little to no form of narrative between the user and the game because player actions do not appear to be controlling or adding to the game at all. Due to completely uncontrolled dynamics, this game will result in a frustrating experience for players and players will not feel compelled to finish the game.
Our goal for the new version of Antlion is to implement the aesthetics of challenge, discovery, and submission into the game by altering the core mechanics of the game, adding satellite mechanics to the game, and changing the overall dynamics of how the game works. The narrative of the game will consist of how the player chooses to move the player ant upwards with power-ups or hindrances, while avoiding the natural disasters of landslides and the enemy ant lion trying to eat the player ant.