Game w/ Assets and Mechanics Feedback (Jiaxin)


For our second playtest, we received feedback dealing with our art asset, sound effects, and mechanics. Ashley will talk about the art assets moving randomly depending on player's position and Xiaowen will talk about how the background sound glitches when shift is pressed on their blog. Some playtesters said that the speed of the player is way too fast when shift is pressed that it prevents the players from seeing where they are going. The unlimited amount of ammo with the combination of the enemy dying right after it comes in contact with the player's bullet makes the game way to easy to accomplish. Since the player's attack is long range while the enemy attack is short range, it is hard for the enemy to damage the player. The quest about collecting the apples stacks the apples on top of each other looks weird in a certain perspective. There should be clues on what the players should do after the quest is completed.

To revise the game, I was planning on creating a health system for the enemies so they do not die right away; this would increase the difficulty of the game. After each quest is completed, I will change the string of the notification text to tell the players to return the items to their respective NPCs to guide the player to the goal of the game. I would probably add a patrol on the enemy rather than make them stay in one position and increase the line of sight so they can spot the player in a further distance. I will also adjust the physics of the apples to make them able to slide off rather than stack on top of each other.

Files

Orphy's Quest_playtest.zip Play in browser
Nov 09, 2020
MAC.zip 62 MB
Nov 09, 2020
WindowsBuild.zip 62 MB
Nov 09, 2020

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