One of the fixes I introduced to the game was running a correction through the narrative written by Izzy. It was also pointed out in our first feedback form, to correct the typos and interpunction, so that’s what I did.


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Another change I introduced based on the feedback we received was removing the “Pick one out of three options…” line from the narrative as the players found it unnecessary. Instead, the player jumped straight into the options.


I also removed the indicators of what chosen options result in (appeal to yami, irritate yami etc.) to make the gameplay more investing – the players would have to think of what to say to achieve the effect they want.

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As the final playtest approached, Jessie and I, as the two programmers of the team, were introducing last minute changes and polishes to the game. Jessie pointed out that we still didn’t have Yami horror icon and because it was too late to message our teammates at that point, I quickly prepared a glitched version of the headshot.

I inserted the headshot into the horror UI to see how the final effect would look like and I was quite satisfied with it. In the end though, we had to prioritise programming audio in and fixing other bugs for the final showcase so the glitched Yami headshot will appear in the game post-deadline.

We also noticed that there was no headshot for Elijah, Violet’s friend, and the waiter in the café. As much as I wanted to quickly prepare both, I ended up only drawing the outline of the waiter – his character wasn’t drawn for the game so I figured that as a side character he doesn’t need to be detailed.

This is how the waiter headshot asset looks like in the game:
