Written by Yushan Yao
Derry is responsible for gathering player feedback
There are no art assets in this playtest; it’s still in the grey-box phase. The main aim is to test whether all the mechanics of the core game loop that have already been implemented are working and can be seamlessly integrated.
FeedBack:
Level Design:
- The player’s interaction with the mirror needs to be more obvious.
- The map is too large; it needs to be scaled down.
- The toilet is too inconspicuous; players cannot find it.
- Increase the number of NPCs.
- Move the mirror to the bathroom (to be considered).
- A more prominent exit.
UI Design:
- The Nervous Bar stands out even more.
- Add visual cues to interactive items (completed).
Players Feeling:
- Add Running system
Enhance the sense of purpose in the game:
Yushan believe that, as a game defined as a simulator, the aim of Scopophobia should be to allow players to experience the situations faced by those with scopophobia in real life. By employing exaggerated techniques within the game, players can empathise with the condition and gain an understanding of scopophobia through the gameplay.
Yushan think that some of the confusion players have experienced in the scenes is partly due to the fact that the scenes are currently composed of various grey rectangular blocks. Things will become much clearer once the art assets are imported.
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