As a result of yesterday’s epiphany, today was spent fleshing out the concept of a proposed new direction. The team brainstormed furiously, concentrating on the core mechanic of moving freely around the screen, “towing” an antagonistic entity behind, mapping out the necessary parameters and identifying which elements of the concept are most essential for use …
Tag Archive: gameplay
Sep
28
Build #4 Video, Gameplay Overhaul Needed
Build #4 of seAker was shown to our faculty advisors Jesse Schell and Chris Klug: After playing the build, our advisors engaged us in a critical discussion: numerous problems with the gameplay and controls were brought to light, chief among them a lack of fun in the core mechanic. However, a newly added tow cable …
Sep
17
Playtest #2 Feedback – 9/16
Purpose: To test adjustments to basic movement controls (larger bounding box, more sensitive touch detection), as well as gain an understanding of how the gameplay in its most basic form (tapping the moving orbs) is received by naive guests. Music/gameplay cohesion was also tested, and general suggestions for how to address particular issues (covering the …
