Play Test 2

The playtest was a significant step forward. I created the gameplay sequence from the beginning of the game up to Scene: 3.2_Hallway.

During this stage, I decided to move away from the RPG-style controllable character and fully embraced a visual novel format. This change turned out to be a success. We received a lot of feedback, suggestions, and positive responses, which gave me more confidence for the next stages of development.

Unfortunately, we didn’t take any photos during the playtest, but it was a very successful session. Based on the feedback we received, I expanded the development of the inventory system. I also added several locking mechanisms, for example, locking camera movement during dialogue, disabling inventory clicks, and preventing the ESC key from triggering actions at inappropriate times. These measures helped reduce bugs caused by overlapping or repeated commands. I also added a feature where the cursor changes when the mouse hovers over an interactive object. This makes the gameplay feel more responsive and intuitive. In addition, I refined the dialogue to sound more natural and grammatically correct in English.

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