Week 12- Final Game, Game Testers Feedback and Post Mortem
The game has been finished (to an acceptable level)!!
There are a couple things I wanted to talk about before showing this level. The first one being that my group ended up using a preloaded background for the game, so it did not match the character at all. Secondly, we underestimated how difficult it would be to create a rhythm based game, so all of our efforts went into creating one good level. While this definitely is not the best case scenario, the level was made to reach the upper most limits of how long it can be, ranging to around 30 seconds long.
We also made a few changes from the original vision in the one page. The most obvious being that we did not include the float and dash skill for the character. The main reasons is because if we continued on this game, we would want to incorporate it on a touchscreen, mobile device, which meant the controls had to be simple to understand. If we added the float and dash button, it would potentially allow people to skips difficult sections of the map.
Cooper, the person who did most of the level design, did a fantastic job of utilizing just simple jumps to create a challenging but playable level.
Playtesting
Our playtester's were very vocal about how, while the level was difficult, it was able to not infuriate them too badly. This is also evident in the fact that all playtester's continued playing more despite the 5 minute limit. As well as that, all playtester's said that the controls were intuitive and easy to get the hang of.
Post Mortem
Now, would I gave a couple of thoughts on the process of making the game, as well as the game itself. Firstly, the major change I would make to the game would be to get rid of the rhythm based aspect. In terms of gameplay, I am not sure the way my team implemented rhythm was doing much to the gameplay. Alot of our testers said that they tuned out the music, which was the opposite of what we wanted.
Secondly, I would make the character bigger and for the map to be less spread out. There is a MASSIVE area of unused screen above where the running is taking place. If I did not get rid of that space, I would somehow utilize it, maybe with something like a flipped world level at the top of the screen, similar to something you would see at the end of "GRIS" (released on Nintendo Switch).
(One of the end levels from GRIS)
I would also just add more levels and different music, so that the game feels more fleshed out
In terms of communication with team, I would've liked us to communicate more. While the job was done, it did feel like we were on different pages, and that the work we made could have been way better. Of course, it is no ones fault (I know myself in particular can fall off the face of the planet for days at a time), just next time I am in a group assignment I will try my hardest to encourage weekly meetings or study sessions at the very least.
Ending Thoughts
Thank,,, god holy cow I am so glad this is finished (love you tutors). Even though I understand the purpose of this unit and making sure you understand the cycles involved in the game making process, I am very much looking forward to the units directly involved around the art side of things. I have definitely found more about myself in terms of work ethic and the things I would lean towards more for jobs (I definitely need to polish my art skills if I want to be a concept artist).
I hope the lovely tutor who is reading this has an amazing holiday! And I hope to see you in the remaining years that I am at university :)














