Game of the Week Review: Death’s Door by Malorie Riggle

Death is a concept I’ve grappled with this week as I submitted the first part of a pricey, over-complicated, National test. (Totally joking, but it truly was dreadful.) As for game developers, this test isn’t pertinent to you, so why would death?
To start, everything in a game must be meaningful. From the title, to the colors, to the sounds, if the developer(s) don’t pay attention to the details it will obviously feel unpolished and drive away potential players for lack of immersion. This comes into play by knowing your game from the inside out. How often will your player die? What do you want them to feel when they die? And what happens when they die?
Death’s Door is rightfully so, focused upon death, no matter if it is other characters or your own. I remember when I began playing and lost my little red health bar. The small pause before a loud and blaring death flashed across the screen, showing my small character being repeatedly hit by the dumb Demonic Forest Spirit. To say it was a shock, was an understatement. Throughout my time playing, I died a lot– like a lot. Each time was still impactful, the aggravation and shock was still present; no matter the death count.
Since you die often in this game, you can tell the developers placed a lot of time and thought into incorporating death into this universe. Such as the respawn location from the most recent Hall of Doors where the reapers are, the eulogies after killing bosses, and the iconic sounds and scene of you dying after you lose the last of your health. All of these elements make death feel real and meaningful in this game, which adds to the game’s overall immersive experience.
Does your game overkill the characters to where it is just annoying? Does your game not make an effort to build relationships with characters to where it is impactful when they die? Maybe the characters are too unlikely or flat to have an impact, or they were just forgetful? These questions should be asked as you are building your game because they are inherently important. Making someone restart their progress, lose their valuables, or have a simple checkpoint is vital to your game’s playability. Should the player have lives, or just strikes before severe consequences? It is important to consider these factors when designing your game, as they will shape the user experience. Having clear rules and consequences for actions will help keep players engaged and motivated to continue playing.
Some games I know force you to die. This may be to learn about a new mechanic or to get into a better location, but how will your player react? Will they lose a lot by this death? Can they learn from this death or will it just be annoying? It is important to consider the consequences that your players will face if they make a mistake. Make sure to make the penalties fair and provide an opportunity to recover. This will help to create a more enjoyable and engaging gaming experience.
No matter what you create, no one truly understands your game as you do. Perhaps death is imminent in your game, but maybe that is a good thing to embrace.
Good luck, devs.
“Death is inevitable. Our fear of it makes us play safe, blocks out emotion. It’s a losing game. Without passion you are already dead.”
Max Payne