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Camilla Morrissey
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Camilla Morrissey

Week five

Posted on

This week was the first playtest for our games! Once again I was unfortunately unable to attend these sessions due to having yet another doctors and hospital appointment ( yay -_- ). Despite this my group was kind enough to communicate the information and feedback from the playtest to me. So what is the main feedback?

Likes

  • People enjoyed the visual style of the game and the characters design
  • The structure of the game and the level design

Improvements

  • camera was too sensitive and made it difficult
  • parts of the map were too close together to properly navigate
  • puzzles were very difficult
  • there should be a tutorial or introduction level as it is too hard off of the bat

The takeaways from this feedback are simple enough. We need to find a better way to introducing the player into our Gameworld and have the starting levels be easier and more intuitive to the player. Also the camera sensitivity is something that needs to be fixed as this is something people struggled with. Overall I actually think for the first playtest of our game the playtest has gone very well, we received great feedback and now what to fix going forwards.


This week I began designing the more finalised menu and settings UI elements for the game. To do so I have referred back to the feedback I received from my initial designs and the research I conducted on the importance of cohesivity  in title screens to the rest of the gameworld. My goal for this is to create a user interface screen that is both more visually immersive but also pleasing and easier to navigate for the player.

<———————– A little sneak peak for the design choice.


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