Seeing people play a game with bugs is hillarious!
Yep, the most amusing thing I've had done through this whole project is showing the game to other people and hearing them try and attempt the game. Now these people might be swearing because I neglected in making better controls but still ended up being amusing.
Now what I'm trying to say here is that I'm taking feedback with a pinch of salt, take the critique well and that's it. It's from people playing games did I learn how to further the process of the game and how it should work. In all I had 3 prototypes and my previous blog post spoke about the 1st prototype so I'm going to talk about the other two.
In my second prototype, I had a more refined version of the game. It consisted of a veryyyy basic level that had a beginning and an end. I wanted to use this to show off the main mechanic, being the different flowers that could be used to get past obstacles which is the primary premise of the game. I showed the prototype to my Muse and to a good friend of mine who is skilled in video games. With two different people, I got two different sorts of feedback.
Muse: I watched my Muse play the game over Google Hangouts and realised that she couldn't understand how the spells work. There is a spell for example that produces a long vine that works as a ladder. I noticed her trying to build this ladder tile-by-tile when it just makes one long ladder from top to bottom. The more I saw her play, the more I realised I needed work on the interface.
Skilled Friend: With my friend it was more technical feedback, telling me how he found some spells not as useful as the others and he recommended a stage that I could work with that may show off some of the other "spells". Through his feedback, I decided to work on extending the level.
The third prototype had a better interface and a longer level. The character changed to the actual sprite I wanted to use that to me is in resemblance to my Muse, a little bit of her in the game. The flower on her hair is bigger which is easier to see that you're changing flower and the skills indicate what's being casted. This time though I did not restrict the game to a few people but this time to the public so I posted a link on my Facebook and Twitter hoping people will try the game and leave feedback online and from the time I'm writing this so far seems to be going ok.
Though the magic was when I was online on a voice chat program with 4 friends of mine who were trying the game, the moment was bliss. Hearing them finding bugs and attempting one of the stages of the level because they actually found it challenging was really satisfying to hear. One of the main feedback I'm getting is that there are people who want Keyboard and Mouse control and not just keyboard control, and I do see that working. Initially I wished I did this with a controller but not everyone would have one available so I just went with Keyboard.
I wouldn't have thought of making this game if it weren't for the Muse process so I can see the use of it. Though we wouldn't always use someone that we know so makes me wonder, how would I ask the general public for inspiration of a game? The internet is quite a dark and desolate place to look in but I guess it could also be a valuable golden pile of information just itching to be heard.
Regarding the game being made in Unity3d? I still think it's a pain to make 2D games in Unity but once I had the general code in there, it was easy to continue on adding features and I don't know how I would have achieved working on a nice light system with the light spell if it weren't for Unity for example and also the fact that I made a web build where people could try the game easily with just a web browser.
The game can be played here: http://goo.gl/QVBIlG






