Week 13 - Assignment 3 Postmortem
Welcome back to a very special and final GDevelop-ment blog. This week I will be discussing my thoughts on Asteroid Field Escape, some feedback we got since last time, the things I liked, and where I would see the game going if development was continued.
Further Feedback
Last time I was discussing how we tested three different individuals within our class and the difficulty was too high which made it very hard to get conclusive feedback on our features. Well, it turns out the changes we made to the screen size, and movement speed paid off as almost everyone was able to complete the game and enjoy the features.
The powerup was one of the standout features for our playtester as they enjoyed being able to become the ship that they destroyed. There was some misunderstanding on how they acquired the powerup in the first level but by the second they understood what was occurring.
The boss fight was also a hit with it leaving the playtesting session on a high note with the difficulty being a good balance, with most playtesters surviving on very minimal life.
The Good
While not being my initial project, there are many things I really enjoyed and believe turned out very well.
The amount of enemies and range of different enemies added quite a bit of variety for the player, not only to fight and overcome, but also to play as.
Movement was something that also grew on me quite a bit, albeit had mixed reactions from playtesting, I felt like the weight of the ship and drag felt like you were in space unlike plenty of other games which have such precise movement that it doesn't feel like zero gravity.
Finally, the boss level. I absolutely love this level, and the use of the edge mechanic which the player could use to their advantage now being flipped and the boss is the one using it to add difficulty. If we had more development time I would have loved to create more bosses as hard but fair challenges for the player to overcome.
The Potential
If I was to continue developing the game there are several additions I would include into the game, and some changes I would make:
1. Add in a Beastiary which would allow the player to see how many pirates they have defeated, and once defeating so many they would unlock the ability to star the level as that ship.
2. Adding in proper fullscreen support
3. Adding more levels, bosses and enemies
4. More indepth cutscenes that feel like an addition rather than an after thought
5. More unique sprites
With these additions and changes I believe the game would be extremely fun and improve off what already makes the game enjoyable in its current form.
Finale
Well, it has been a long journey and I'm grateful for everyone that has been following my development blog as I've learned my own lessons in Game Development and how to develop a prototype for a game as a team.
Live long and propser!














