Getting our playtest sorted was a bit of a crunch with lots of priority and focus on just getting things at a playable level before getting certain aesthetic options involved as well.
We had a big focus on the playability of the levels, looking into what made the gameplay loop satisfying and how transisitoning from room to room felt to a player and how quickly players could get used to the gameplay loop and enemies.
The feedback form can be found here and our other observation notes can be found here.

The feedback from the playtest mostly just fed back into our own understanding of the game. Areas like a tutorial, whilst it would help, can’t really be properly completed until after we have figured out all of the gameplay mechanics that we will be including in the game.
New feedback, as seen in the feedback from I made, shows that the combat didn’t feel satisfying to the majority of players. With the hitboxes not ‘feeling’ correct when I interviewed people for more personalised feedback. To summerise, the animations and hitboxes didn’t feel like they lined up correctly, and the movement mechanics felt clunky.
Our plan for the future is to change how the dash works and fix the attacking animation/hitbox to look and feel more consitent. Along with this we want to iron out any bugs that have cropped up in the playtest, but E-jay, our lead programmer, feels like they will be very quick and easy to fix.
Leave a Reply