Week 13 (Assignment 3 postmortem)
Familiar Witch became my favorite game cycle of IGB220. The final result was the most functional and complete game I had created so far, albeit not on my own. When comparing my mini playtesting sessions for the first three game cycles compared to the deep playtest for Familiar Witch, the quantity of feedback was considerably greater. It was also an engaging experience assuming the role of the communicator, where I was directly running the sessions. The iteration process became far more successful, a direct result of larger quantities of data to analyse.
The elements of assignment three where I believe could be improved if Familiar Witch was to continue iteration would be exploring mechanics in greater depth. For example, rather than create a level exploring all aspects of the intended game, have levels dedicated to the one mechanic. This would allow us to really push these ideas to their limits, hopefully in turn creating a more engaging and enjoyable experience for the player. Gdevelop proved a useful tool for game design, as it was relatively simple to pick up and comprehend. However, it’s main downfall was the lack of a collaborative function. On a smaller scale project such as this it was manageable, but I could see how on larger projects this could cause significant issues with team collaboration.
Overall, I was happy with my own progression as a game designer. It was evident across the four game prototypes my improvement of designing games, using playtesting and feedback analysis to create a better experience for the player.











