«

»

Oct
25

Playtest Feedback 10/21 – Build #8

  1. Gem collection should feed back into something that is inherently obvious
  2. Is it a valid goal to scour level and collect gems? How can the game be more like Spyro in that regard?
  3. There seems to be a want for some sort of safety net/supporting mechanic (undo button, checkpoints, less punishing fail state, secondary shrimp control, like Osmosis, alter speed of shrimp without necessarily allowing for directional changes with tilt, more camera control, including pinch-zooming)
  4. More visual feedback – shrimp paddling vs. resting, types of bubble indications, jet spray based on bubble size. Shrimp should be chubbier
  5. Angles were fun–focus on angular mechanics
  6. Communicate goal at beginning of level
  7. Have main level with bonus sections
  8. What is the story?
  9. Fun: angles, bouncng, physics
  10. Getting stuck, having restart
  11. Some gem placement needs to be fixed
  12. Self-movement, producing your own bubble
  13. Different collectibles
  14. Get rid of gems and make it about just going from bubble to bubble
  15. Combos for multi-gem collection
  16. Need to add more obstacles/enemies
  17. LEVEL 1
    1. Something to do in between bubbles
    2. Desire: get to the goal, collect gems, story (escape/being chased)
    3. Figuring out bounces/angles
  18. LEVEL 2
    1. Fix gem placement: could beat level
    2. Goal 1: collect all gems
    3. Goal 2: pop all bubbles (because all bubbles were pop-able, that may have led to them wanting to do that)
    4. Felt more like a challenge mode rather than a level
    5. Orbit around bubbles
    6. Getting to the goal as important as it was in Level 1 (the need to get gems didn’t seem more apparent in Level 1 as it was in Level 2)
    7. Don’t get eaten by predator
    8. Did not make clear to touch each bubble only once
    9. Finding the optimal path was challenging
  19. LEVEL 3
    1. If we want them to use less bubbles, need to incentivize the player more
    2. Collecting all the gems was the main goal.
    3. Least direction given, playtesters were unclear of ultimate goal. However, they expected the goal bubble to be there, but it wasn’t.
    4. Wanted more story motivation to tie into goal
    5. Have a minimum time or minimum movement

Leave a Reply

Please leave a comment below. Your name is not required. We appreciate your time in sending us feedback.


- 1 = two

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>