Playtesting
After getting a build done, I’ve been able to do some playtesting. The main points I’ve noticed are that the puzzles are definitely working as intended and there is an element of learning how to complete them. I’ve played the levels quite a lot and I know how they work, so I hadn’t realised that it would be difficult for another player if they haven’t encountered it yet to figure out what to do/the best way to do it.
Positive comments are that continuity of the bullets on the boss level are helpful in knowing what will happen next and learning how to beat the game, and that the art style is nice. Everyone has eventually beaten the game, but there have been a few deaths which would suggest it’s not too easy either. Yay
Things I anticipate I can fix tomorrow:
Collision box for water death is visible
Include some more dialogue after the mushroom/pipes in the second level to explain what’s going on
Make the vines for the lilypad longer
Make the vines for the pipes look nicer
Move the tree further to the left/more clear that you can jump on it
Change the 1st attack bullet to something a bit nicer - Dagg has suggested green/neon colours
Improve the platform appearance in the boss level - make them stand out a bit more
Loading screen
Disable print to screen code on crouching + boss is dead
Pipes falling down into the water are confusing/look like a platform
Boss death explosion/exit game etc
Increase base for the grassy thing/land
For exhibition:
Overall timer/score
Fix the borders/ratio on file for the game needs to be a normal size
Proper boss death animation
Loading screens/long wait time between levels
Fix typewriter text widget so that it fills the border
Things I’m not going to be able to fix; the art style can be a bit confusing in terms of what you can and can’t jump on or interact with. It is probably too late to improve this but I will chalk that down to a lesson in design for the future.













