This week we have been preparing our game to present at an exhibition where students from different disciplines from my university were required to exhibit our work. We spent a lot of time trying to ensure that our most recent project, “Plantagonist” was presentable.Unfortunately it wasn’t to say the least and I will explain why now:
- There was very little feedback in the game at all to let the player know what they were doing at all
- The only thing noticeable that relates to feedback in anyway is that when the player collides with an ant they lose a petal (the petals are essentially a unique way to convey player health)
- There were no collisions with walls meaning that players could swing their character straight through them, making the game a lot less challenging and fun
- We were missing a few scenes from our opening cutscene leaving the players a little bit confused about the story of the game, Luckily the game isn’t very story driven and is more of an arcade experience
- A lot of the items in the game didn’t do anything at that point leaving a lot of players confused
- The main thing that annoyed a lot of people was the hitbox for the main character was far too large and they would collide with things a quarter of the screen away from them
On a positive note, a few people complimented the artstyle of the game which made me happy because, I generally worked on the art side of the project but in the end it was upsetting that we couldn’t present the game in a more playable form. This was a little expected seeing that we had only been working on the project for 4 and a half weeks which isn’t a lot of time to create a fully-fledged game. This has been a good experience to let people test our game and give us feedback about the gameplay and art.
No comments:
Post a Comment