![]() If you like challenges there’s more to do: for every level there’s this extra hard ending criteria – a challenge – for you to get gray hairs from. The level chooser screen, be proud of those flags! The game which inspired World of Goo, namely Tower of Goo was an experimental one week, one person game with the aim of simply building a high tower and you can still do that in World of Goo in a sandbox mode and you can compete online on who makes the highest tower. The level design is simply fantastic and it challenges your constructions and it makes the game very varied. You might think that it’s a shallow game with doing the same thing over and over – but you couldn’t be more wrong, there are a lot of different Goo balls to play around with sticky balls, dangling balls, exploding balls, shooting balls, removable balls and more which will force you to change your build process in different directions. That’s about the whole game concept right there build structures to reach the pipe but use so few balls, or building blocks, as you can. The beginning levels are very easy but it will get increasingly harder and you have to plan your building so you don’t use up too many Goo balls.īut as it’s a physics game you will also have to think about gravity so your tower won’t topple over and crash, which will happen to you a lot in the later levels. All you ever use is your mouse and one button to pick up and place the balls. Your goal is to reach the pipe and it will suck in the surviving Goo balls and you need to collect a certain amount of balls, in this case at least 4. ![]() You begin with a structure and a few Goo balls, the charming balls bobbing around there, which you can drag and drop to build on the structure. This is the second essay for the course Game Design and this thime I will be analysing the game World of Goo a bit. ![]() Game Design Analysis: World of Goo June 1, 2010
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