Second Playtest

Player

  • Need to fix not being able to move – Ongoing
  • Whatever direction you’re facing should allow you to dash in by just pressing space 
  • Should have some I frames during pitfall respawn – TBD
  • Speed up player attack – Ongoing
  • Player turns invisible when walking into pitfall – TBD
  • Attack animation needs to change 
  • Ability to cancel attack by dashing – 
  • Player collider is a bit big? – 
  • Hitbox should be lower body – 
  • Fix pitfall dash invincibility problem – 

Enemies

  • Enemies pick up health
  • Enemy delays
  • Enemies should fire at different rates – Ongoing
  • Enemy shouldn’t be able to attack when being attacked – 
  • Item should spawn in after death animation 

Dungeon Scene

  • untickedDoor doesn’t close every time in the rooms

Tutorial Scene

  • Complete tutorial – Ongoing
  • Tutorial movement glitch
  • whisper doesnt die no matter what its HP is
  • Whisper is able to shoot at the player through walls

Obstacles

  • Fix pitfalls – Ongoing
  • Rearrange pitfalls
  • Spike hitbox needs to be fixed – 
  • Pitfall does too much damage – TBD

UI/UX

  • Fix pause screen
  • Add button functionality to pause menu and game over menu to ALL scenes
  • maybe add a minimap or just some way of keeping track of how many rooms you’ve gone through
  • Add loading screen
  • Main menu freezes
  • Navigate menu with arrows and enter key
  • Game over menu wouldn’t appear when player died in tutorial

Hub/ Dungeon

  • Fix the door
  • Depression gate should be open when restarting

? (someone else place these idk what these are)

  • Make the Gate room more of a path, add invisible walls
  • Invisible walls in the depression gate scene
  • Closed room is offset
  • Players and enemies could walk through some walls
  • Rooms would overlap slightly
  • Balance

^Above is a list of notes taken that need to be worked on. These were collected as feedback from the playtest and then formatted by the team. As time goes on we plan to slowly tick off what needs to be done to have a fun playable game before the deadline.

The goals for each week from here on out will simply be about ticking off what needs to be done off of this list.

After this playtest, we will enter a four-week break during which we anticipate being less productive. To maintain some momentum, we have established a group goal of completing at least four tasks each week. However, weekly updates will pause during this time, as it becomes more challenging to track our progress with less formal communication.

Additionally, we have had significant discussions regarding a deadline related to the boss monster. We believe the boss monster is now too integral to the core gameplay loop to be overlooked. Therefore, it will be a major focus for us when we return from the break.

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