Dev Log 2 - Erik
Hiya,
Erik here and for my first prototype for Project TIN I made a platformer that utilised verticality and a time constraint in the level. In the prototype I put emphasis on a wall-jump mechanic.
Playtest
During my playtest I had three groups of two people each test my prototype to get feedback, observe how they played and how they felt while playing the prototype. Three people were successful in clearing the short prototype and three were unable to. At the beginning I only explained the controls and let them play through the level by themselves while taking down any instant feedback about the prototype. After the playtest concluded I asked each tester for any additional feedback and thoughts.
Observation
During observation the players seemed to enjoy the prototype in general and would even play past the time limit set for each person as they kept trying to reach the end of the level. I noticed there was an issue with the wall jump and some players struggled to consistently pull it off which will hopefully be fixed in the future. None of the players gave up on attempting to clear the level. I was able to collect a lot of interesting feedback and all players seemed to enjoy the level even if they did not clear it.
Feedback
-Players reported the jumps feeling a little off and the character being too floaty in some instances.
-Some players were slightly annoyed by the spike hitboxes.
-All players enjoyed the fast pace element that the chasing wall added.
-Players enjoyed parts of the level that required several attempts to learn the location of spikes/traps.
-Players liked being able to jump straight back into their next attempt.
-Some players felt that the wall started chasing too quickly and did not give enough time to prepare.
-Controls in general need tweaks and improvement to feel better.
-Suggestions to add a death counter and ways to slow down the chasing wall. (Will consider both)
Next Week
Our prompt for next week's prototype is "Corrupted Vision" . This means we have to try make a version of this prototype that would have been the opposite of what we had hoped for.
Goals for next week:
Experience Goals
-Make players experience a much more unfair level with slightly different controls.
-Make players feel as if they are not in full control of the character.
Design Goals
-Change the controls to focus on an uncontrollable movement mechanic.
-Switch up the level design and focus a little less on verticality.
-Unfair but beatable level design
Thank you for reading and I will see you in the next dev log ^_^
ScrapJunker
Status | Released |
Authors | Haruka J, Rikzyy |
Genre | Platformer |
More posts
- Dev log 13 - Final Thought and ConclusionJan 06, 2023
- Dev Log 12 - Audio and fixesJan 06, 2023
- Dev Log 11 - UI Menu, End Game Screen and CoverArtDec 13, 2022
- Dev Log 10 Animation UpdateDec 11, 2022
- Dev Log 9 - PlaytestDec 07, 2022
- Dev Log 8 - New Levels, EnemyDec 06, 2022
- Dev Log 7 - Vertical Slice PlaytestNov 18, 2022
- Dev Log 6 - Vertical Slice and ArtNov 05, 2022
- Dev Log 5 - Moving Forward, Theme and GenreOct 23, 2022
- Dev Log 4 - Justin, Nature, 3D ConversionOct 19, 2022
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