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Presentation + Feedback:
Feedback:
- “The aesthetic direction is promising, and it seems like it could carry the experience
well.” - “I think moving back and forth between different difficulties is a nice approach that
offers experiential advantages compared to ‘just getting harder.’” - “In addition to the convincing aesthetic, the success of the game will likely depend on
making the platforming/puzzle gameplay engaging, so make sure not to neglect the
way mechanics are going to reinforce the core experience you are going for.”
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Prototype testing:


Rules:
- The character can only jump as high as they are tall.
- Must collect all embers to complete the level.
- Embers can be covered up by red blocks.
- Red blocks can be moved by the player.
- Red blocks are affected by gravity, they can move left and right and turn on their sides, but cannot be lifted up.
- Red blocks can overlap with one another.
Notes from first playtest:
- Red blocks shouldn’t be able to overlap or sit on top of one another and follow the laws of gravity at the same time.
- Solution – Not having the blocks over lap at all might work best.
- How will the player know if they have collected all embers at the end of the level?
- Solution – They have to light a match with the embers at the end of the level.
- Red signifies danger so it would be best to avoid using this colour in the future as the blocks don’t damage the player.

I made a few small tweaks to the prototype, I moved one ember and the placement of the bottom objects, I did this as I thought it would cause players to need to think more about the puzzle’s solution.
Second playtest:
It was really interesting to see how players came up with their own unique solutions to puzzles that I hadn’t even considered before.
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