Level Launch - Project B Playtest review
Date 14. 4. 2022 (Migrated to B page @ 17.4.2022 - 4:55 pm)
>Gen. Progress: Implemented bugfixes and features from the playtest
Activity: Fixed major gameplay and design issues found after rigorous playtesting by my colleagues
The Camera - One of the biggest issues that the build faced was that the camera was way too zoomed in. This impeded player progress since it was hard to predict during movement which jump would be fatal and which jump would have seen the player land safely at the next platform.
Pitfalls, now with added acid! - Another issue was, that since I had included a secret area with a special powerup, that was only accessible by jumping off the spawning area cliff to the left, and then dropping to the right. It incentivised players to "waste time" looking for other secret areas. To make sure that the player progressed more linearly, some of the fall hazards (empty pits) have been replaced with pools of acid.
UI - The health counter wasn't working properly, had to tinker around a bit, ammo bar is now more stretched.
Respawn disables powerups - Implemented via scene reload
Invested hours: Total: 1.5-2.5 hours - Hard to gauge complete time, this was an on - off measure that had seen me working on UI fixes, scene transitions and other minor improvements.
Outcome: Updated Project B build from 0.2 to 0.3
Files
Get Project B - ITGDev
Project B - ITGDev
Project for MFF UK intro to Gamedev course - B
Status | In development |
Author | Schizma |
Genre | Platformer |
Tags | mff-gdintro-2022-b |
More posts
- Project B - Level HotfixApr 18, 2022
- Project B - Level LaunchApr 18, 2022
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