Week 11

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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:

Original prototype
Steps to complete level

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.
Prototype iterations

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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