Timing+is+Everything

media type="custom" key="11136632" 1.What was your theme? Time 2.Describe your elements of game design I am focusing on level 7. Space: I made it look like a digital clock the time was 4:11 that i put. Mechanics: It is not a platformer game so you don't have to jump to go up so you can move in all directions and shoot. Components: the avatar is a brown seal that can shoot at the enemies and the enemies are fast ones and polar bears. Rules: You cant get hit because you only have one life and you have to destroy all the enemies in time. Goals :you have to destroy all the enemies in time without getting destroyed yourself. 3.How did you use the elements of game design to reflect time? I made my spaces look like clocks and you had different amounts of time for different levels. ES: How is your game balanced? Provide two specific examples. My game is balanced because on levels where it is really hard and not much time I put things so the players can have as much time as they need. Also I tried to make it as fun and not too hard and not too easy for the player and I don't think I have any non-passible levels.