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Week 5 - Playtesting and Feedback

My first task this week was to make the UI for the content currently in the game. This includes the journal and arrow keys, character frames for the text overlays etc.

 

We then went onto playtest our current prototype (version 0.7). The first session was within our class (using nodenogg.in).

- "The lighting and the atmosphere is really nice, creepy and mysterious. The UI drawings are really nice too. Just felt like it looks a little too sharp and cartoony compare to the realistic gloomy environment. Maybe some textures on it will help?"

 - "feel like maybe the tattoos aren't visible enough especially on the darker skinned character"

 - "I didn't know how to interact with anything. The camera feels a bit too static. Vibes are great (music, lighting)"

 - "The backlit lighting is really nice and dynamic. When I played I didn't figure out how to interact or what to interact with. The characters loop very separated from the environment (not necessarily a bad thing). I tried to pick stuff off the shelf but couldn't find a way".

There was a specific focus this week on clearly stating the issues we were having with each game but not offering solutions so that the creator's can problem solve themselves. We already have plans to address some of the feedback mentioned, e.g.

 - We are planning to implement a camera tilt function so the player can see around the main character to access any objects behind them

 - The 2D artwork will only be implemented in the UI, the current characters in the scene will be 3D and physical models to fit in with the other assets and 3D modelling

We did receive some really good feedback on the menu and the lighting (and the music despite it being too loud) so I'm glad we have managed to start creating the core atmosphere that we are looking to achieve. I also thought it was great that the player's were making the connection between picking up an object and expecting it to appear in the journal as this is what we intend to implement next (although I would like to make the journal UI more plain so that there is no confusion over what the player is expecting to be in there). 

We continued to playtest later in the week and found that exactly the same issues came up. Hopefully we will implement the quest handing in and basic narrative steps next but we intend to have a few days off working on the project and come back next week with a fresh mindset to tackle some of the bigger issues. 

I also spent time this week sculpting the next physical asset for the game. This is a hand-shaped crystal ball holder for the fortune teller's room (using Super Sculpey).

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